Revert "Return variable type queries using GLenum values."

Breaks the FYI bots until we get Chromium patched.

BUG=angle:466

This reverts commit 53221f5a0382887155d90f7f286e41190d4f5bfb.

Change-Id: Ib28548df5c10a6f76f46e4cf8f2013dca5cf0ee2
Reviewed-on: https://chromium-review.googlesource.com/205850
Reviewed-by: Shannon Woods <shannonwoods@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
diff --git a/src/compiler/translator/Compiler.cpp b/src/compiler/translator/Compiler.cpp
index 898e3ef..61c0c4e 100644
--- a/src/compiler/translator/Compiler.cpp
+++ b/src/compiler/translator/Compiler.cpp
@@ -22,7 +22,6 @@
 #include "compiler/translator/timing/RestrictFragmentShaderTiming.h"
 #include "compiler/translator/timing/RestrictVertexShaderTiming.h"
 #include "third_party/compiler/ArrayBoundsClamper.h"
-#include "angle_gl.h"
 
 bool IsWebGLBasedSpec(ShShaderSpec spec)
 {
@@ -93,7 +92,7 @@
     allocator.popAll();
 }
 
-TCompiler::TCompiler(sh::GLenum type, ShShaderSpec spec, ShShaderOutput output)
+TCompiler::TCompiler(ShShaderType type, ShShaderSpec spec, ShShaderOutput output)
     : shaderType(type),
       shaderSpec(spec),
       outputType(output),
@@ -113,7 +112,7 @@
 bool TCompiler::Init(const ShBuiltInResources& resources)
 {
     shaderVersion = 100;
-    maxUniformVectors = (shaderType == GL_VERTEX_SHADER) ?
+    maxUniformVectors = (shaderType == SH_VERTEX_SHADER) ?
         resources.MaxVertexUniformVectors :
         resources.MaxFragmentUniformVectors;
     maxExpressionComplexity = resources.MaxExpressionComplexity;
@@ -188,7 +187,7 @@
         if (success)
             success = detectCallDepth(root, infoSink, (compileOptions & SH_LIMIT_CALL_STACK_DEPTH) != 0);
 
-        if (success && shaderVersion == 300 && shaderType == GL_FRAGMENT_SHADER)
+        if (success && shaderVersion == 300 && shaderType == SH_FRAGMENT_SHADER)
             success = validateOutputs(root);
 
         if (success && (compileOptions & SH_VALIDATE_LOOP_INDEXING))
@@ -226,7 +225,7 @@
         if (success && (compileOptions & SH_CLAMP_INDIRECT_ARRAY_BOUNDS))
             arrayBoundsClamper.MarkIndirectArrayBoundsForClamping(root);
 
-        if (success && shaderType == GL_VERTEX_SHADER && (compileOptions & SH_INIT_GL_POSITION))
+        if (success && shaderType == SH_VERTEX_SHADER && (compileOptions & SH_INIT_GL_POSITION))
             initializeGLPosition(root);
 
         if (success && (compileOptions & SH_UNFOLD_SHORT_CIRCUIT))
@@ -248,7 +247,7 @@
                     infoSink.info << "too many uniforms";
                 }
             }
-            if (success && shaderType == GL_VERTEX_SHADER &&
+            if (success && shaderType == SH_VERTEX_SHADER &&
                 (compileOptions & SH_INIT_VARYINGS_WITHOUT_STATIC_USE))
                 initializeVaryingsWithoutStaticUse(root);
         }
@@ -295,10 +294,10 @@
 
     switch(shaderType)
     {
-      case GL_FRAGMENT_SHADER:
+      case SH_FRAGMENT_SHADER:
         symbolTable.setDefaultPrecision(integer, EbpMedium);
         break;
-      case GL_VERTEX_SHADER:
+      case SH_VERTEX_SHADER:
         symbolTable.setDefaultPrecision(integer, EbpHigh);
         symbolTable.setDefaultPrecision(floatingPoint, EbpHigh);
         break;
@@ -419,7 +418,7 @@
         return false;
     }
 
-    if (shaderType == GL_FRAGMENT_SHADER)
+    if (shaderType == SH_FRAGMENT_SHADER)
     {
         TDependencyGraph graph(root);
 
@@ -513,26 +512,26 @@
         unsigned char primarySize = 1, secondarySize = 1;
         switch (varying.type)
         {
-          case GL_FLOAT:
+          case SH_FLOAT:
             break;
-          case GL_FLOAT_VEC2:
+          case SH_FLOAT_VEC2:
             primarySize = 2;
             break;
-          case GL_FLOAT_VEC3:
+          case SH_FLOAT_VEC3:
             primarySize = 3;
             break;
-          case GL_FLOAT_VEC4:
+          case SH_FLOAT_VEC4:
             primarySize = 4;
             break;
-          case GL_FLOAT_MAT2:
+          case SH_FLOAT_MAT2:
             primarySize = 2;
             secondarySize = 2;
             break;
-          case GL_FLOAT_MAT3:
+          case SH_FLOAT_MAT3:
             primarySize = 3;
             secondarySize = 3;
             break;
-          case GL_FLOAT_MAT4:
+          case SH_FLOAT_MAT4:
             primarySize = 4;
             secondarySize = 4;
             break;