Rename gl::Data to gl::ContextState.

Part of the new world order of renaming the Obj::Data classes to ObjState.

BUG=angleproject:1363

Change-Id: I15cf002b8b093d687f540b9e86f045874af24a7e
Reviewed-on: https://chromium-review.googlesource.com/340740
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
diff --git a/src/libANGLE/renderer/d3d/ProgramD3D.cpp b/src/libANGLE/renderer/d3d/ProgramD3D.cpp
index b8514ff..d3952b1 100644
--- a/src/libANGLE/renderer/d3d/ProgramD3D.cpp
+++ b/src/libANGLE/renderer/d3d/ProgramD3D.cpp
@@ -396,7 +396,7 @@
     return mRendererMajorShaderModel;
 }
 
-bool ProgramD3DMetadata::usesBroadcast(const gl::Data &data) const
+bool ProgramD3DMetadata::usesBroadcast(const gl::ContextState &data) const
 {
     return (mFragmentShader->usesFragColor() && data.clientVersion < 3);
 }
@@ -1233,7 +1233,7 @@
     return gl::Error(GL_NO_ERROR);
 }
 
-gl::Error ProgramD3D::getGeometryExecutableForPrimitiveType(const gl::Data &data,
+gl::Error ProgramD3D::getGeometryExecutableForPrimitiveType(const gl::ContextState &data,
                                                             GLenum drawMode,
                                                             ShaderExecutableD3D **outExecutable,
                                                             gl::InfoLog *infoLog)
@@ -1286,7 +1286,7 @@
     return error;
 }
 
-LinkResult ProgramD3D::compileProgramExecutables(const gl::Data &data, gl::InfoLog &infoLog)
+LinkResult ProgramD3D::compileProgramExecutables(const gl::ContextState &data, gl::InfoLog &infoLog)
 {
     const gl::InputLayout &defaultInputLayout =
         GetDefaultInputLayoutFromShader(mData.getAttachedVertexShader());
@@ -1343,7 +1343,7 @@
     return LinkResult(linkSuccess, gl::Error(GL_NO_ERROR));
 }
 
-LinkResult ProgramD3D::link(const gl::Data &data, gl::InfoLog &infoLog)
+LinkResult ProgramD3D::link(const gl::ContextState &data, gl::InfoLog &infoLog)
 {
     reset();
 
@@ -1561,7 +1561,7 @@
     return gl::Error(GL_NO_ERROR);
 }
 
-gl::Error ProgramD3D::applyUniformBuffers(const gl::Data &data)
+gl::Error ProgramD3D::applyUniformBuffers(const gl::ContextState &data)
 {
     if (mData.getUniformBlocks().empty())
     {