Remove sh::InterfaceBlock::registerIndex.

This value is HLSL-only and we can use the new query API to hide it
from GLSL programs.

BUG=angle:466

Change-Id: I75dc2fbbf1b29b1f6d561568174a15dea1f5b130
Reviewed-on: https://chromium-review.googlesource.com/207250
Tested-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
diff --git a/src/libGLESv2/ProgramBinary.h b/src/libGLESv2/ProgramBinary.h
index c73ce66..161afa1 100644
--- a/src/libGLESv2/ProgramBinary.h
+++ b/src/libGLESv2/ProgramBinary.h
@@ -194,13 +194,13 @@
     bool linkUniforms(InfoLog &infoLog, const std::vector<sh::Uniform> &vertexUniforms, const std::vector<sh::Uniform> &fragmentUniforms);
     bool defineUniform(GLenum shader, const sh::Uniform &constant, InfoLog &infoLog);
     bool areMatchingInterfaceBlocks(InfoLog &infoLog, const sh::InterfaceBlock &vertexInterfaceBlock, const sh::InterfaceBlock &fragmentInterfaceBlock);
-    bool linkUniformBlocks(InfoLog &infoLog, const std::vector<sh::InterfaceBlock> &vertexUniformBlocks, const std::vector<sh::InterfaceBlock> &fragmentUniformBlocks);
+    bool linkUniformBlocks(InfoLog &infoLog, const VertexShader &vertexShader, const FragmentShader &fragmentShader);
     bool gatherTransformFeedbackLinkedVaryings(InfoLog &infoLog, const std::vector<LinkedVarying> &linkedVaryings,
                                                const std::vector<std::string> &transformFeedbackVaryingNames,
                                                GLenum transformFeedbackBufferMode,
                                                std::vector<LinkedVarying> *outTransformFeedbackLinkedVaryings) const;
     void defineUniformBlockMembers(const std::vector<sh::InterfaceBlockField> &fields, const std::string &prefix, int blockIndex, BlockInfoItr *blockInfoItr, std::vector<unsigned int> *blockUniformIndexes);
-    bool defineUniformBlock(InfoLog &infoLog, GLenum shader, const sh::InterfaceBlock &interfaceBlock);
+    bool defineUniformBlock(InfoLog &infoLog, const Shader &shader, const sh::InterfaceBlock &interfaceBlock);
     bool assignUniformBlockRegister(InfoLog &infoLog, UniformBlock *uniformBlock, GLenum shader, unsigned int registerIndex);
     void defineOutputVariables(FragmentShader *fragmentShader);
     void initializeUniformStorage();