ES31: Enable shader storage buffer support for OpenGL backend

BUG=angleproject:1951
TEST=angle_end2end_tests:ShaderStorageBuffer

Change-Id: I1afc3cd005ad2e595c6ce937fc53e17423f8ec8b
Reviewed-on: https://chromium-review.googlesource.com/618132
Commit-Queue: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
diff --git a/src/libANGLE/validationES.cpp b/src/libANGLE/validationES.cpp
index df3092d..cad46ad 100644
--- a/src/libANGLE/validationES.cpp
+++ b/src/libANGLE/validationES.cpp
@@ -2617,7 +2617,7 @@
     for (unsigned int uniformBlockIndex = 0;
          uniformBlockIndex < program->getActiveUniformBlockCount(); uniformBlockIndex++)
     {
-        const gl::UniformBlock &uniformBlock = program->getUniformBlockByIndex(uniformBlockIndex);
+        const gl::InterfaceBlock &uniformBlock = program->getUniformBlockByIndex(uniformBlockIndex);
         GLuint blockBinding                  = program->getUniformBlockBinding(uniformBlockIndex);
         const OffsetBindingPointer<Buffer> &uniformBuffer =
             state.getIndexedUniformBuffer(blockBinding);
@@ -5584,7 +5584,7 @@
     {
         if (pname == GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES)
         {
-            const UniformBlock &uniformBlock =
+            const InterfaceBlock &uniformBlock =
                 programObject->getUniformBlockByIndex(uniformBlockIndex);
             *length = static_cast<GLsizei>(uniformBlock.memberIndexes.size());
         }