Vulkan: Remove vk::ShaderType

Use gl::ShaderType instead.  For now, only GLES2 shaders are supported
in ProgramVk.

Bug: angleproject:2522
Change-Id: I17bc9afddb6d39cf45fb4dd37f34c7263a3ed515
Reviewed-on: https://chromium-review.googlesource.com/c/1333970
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
diff --git a/src/libANGLE/renderer/vulkan/ProgramVk.cpp b/src/libANGLE/renderer/vulkan/ProgramVk.cpp
index 2845d08..a40ae69 100644
--- a/src/libANGLE/renderer/vulkan/ProgramVk.cpp
+++ b/src/libANGLE/renderer/vulkan/ProgramVk.cpp
@@ -354,14 +354,13 @@
     RendererVk *renderer = contextVk->getRenderer();
 
     // Process vertex and fragment uniforms into std140 packing.
-    vk::ShaderMap<sh::BlockLayoutMap> layoutMap;
-    vk::ShaderMap<size_t> requiredBufferSize;
+    gl::ShaderMap<sh::BlockLayoutMap> layoutMap;
+    gl::ShaderMap<size_t> requiredBufferSize;
     requiredBufferSize.fill(0);
 
-    for (vk::ShaderType shaderType : vk::AllShaderTypes())
+    for (gl::ShaderType shaderType : gl::AllGLES2ShaderTypes())
     {
-        gl::ShaderType glShaderType              = static_cast<gl::ShaderType>(shaderType);
-        gl::Shader *shader                       = mState.getAttachedShader(glShaderType);
+        gl::Shader *shader                       = mState.getAttachedShader(shaderType);
         const std::vector<sh::Uniform> &uniforms = shader->getUniforms();
         InitDefaultUniformBlock(uniforms, shader, &layoutMap[shaderType],
                                 &requiredBufferSize[shaderType]);
@@ -371,7 +370,7 @@
     const auto &uniforms = mState.getUniforms();
     for (const gl::VariableLocation &location : mState.getUniformLocations())
     {
-        vk::ShaderMap<sh::BlockMemberInfo> layoutInfo;
+        gl::ShaderMap<sh::BlockMemberInfo> layoutInfo;
 
         if (location.used() && !location.ignored)
         {
@@ -387,7 +386,7 @@
 
                 bool found = false;
 
-                for (vk::ShaderType shaderType : vk::AllShaderTypes())
+                for (gl::ShaderType shaderType : gl::AllGLES2ShaderTypes())
                 {
                     auto it = layoutMap[shaderType].find(uniformName);
                     if (it != layoutMap[shaderType].end())
@@ -401,13 +400,13 @@
             }
         }
 
-        for (vk::ShaderType shaderType : vk::AllShaderTypes())
+        for (gl::ShaderType shaderType : gl::AllGLES2ShaderTypes())
         {
             mDefaultUniformBlocks[shaderType].uniformLayout.push_back(layoutInfo[shaderType]);
         }
     }
 
-    for (vk::ShaderType shaderType : vk::AllShaderTypes())
+    for (gl::ShaderType shaderType : gl::AllGLES2ShaderTypes())
     {
         if (requiredBufferSize[shaderType] > 0)
         {
@@ -478,7 +477,7 @@
 
     if (linkedUniform.typeInfo->type == entryPointType)
     {
-        for (vk::ShaderType shaderType : vk::AllShaderTypes())
+        for (gl::ShaderType shaderType : gl::AllGLES2ShaderTypes())
         {
             DefaultUniformBlock &uniformBlock     = mDefaultUniformBlocks[shaderType];
             const sh::BlockMemberInfo &layoutInfo = uniformBlock.uniformLayout[location];
@@ -497,7 +496,7 @@
     }
     else
     {
-        for (vk::ShaderType shaderType : vk::AllShaderTypes())
+        for (gl::ShaderType shaderType : gl::AllGLES2ShaderTypes())
         {
             DefaultUniformBlock &uniformBlock     = mDefaultUniformBlocks[shaderType];
             const sh::BlockMemberInfo &layoutInfo = uniformBlock.uniformLayout[location];
@@ -543,8 +542,7 @@
     const gl::ShaderType shaderType = linkedUniform.getFirstShaderTypeWhereActive();
     ASSERT(shaderType != gl::ShaderType::InvalidEnum);
 
-    const DefaultUniformBlock &uniformBlock =
-        mDefaultUniformBlocks[static_cast<vk::ShaderType>(shaderType)];
+    const DefaultUniformBlock &uniformBlock = mDefaultUniformBlocks[shaderType];
     const sh::BlockMemberInfo &layoutInfo = uniformBlock.uniformLayout[location];
 
     ASSERT(linkedUniform.typeInfo->componentType == entryPointType ||
@@ -632,7 +630,7 @@
     const gl::VariableLocation &locationInfo = mState.getUniformLocations()[location];
     const gl::LinkedUniform &linkedUniform   = mState.getUniforms()[locationInfo.index];
 
-    for (vk::ShaderType shaderType : vk::AllShaderTypes())
+    for (gl::ShaderType shaderType : gl::AllGLES2ShaderTypes())
     {
         DefaultUniformBlock &uniformBlock     = mDefaultUniformBlocks[shaderType];
         const sh::BlockMemberInfo &layoutInfo = uniformBlock.uniformLayout[location];
@@ -799,7 +797,7 @@
 
     // Update buffer memory by immediate mapping. This immediate update only works once.
     bool anyNewBufferAllocated = false;
-    for (vk::ShaderType shaderType : vk::AllShaderTypes())
+    for (gl::ShaderType shaderType : gl::AllGLES2ShaderTypes())
     {
         DefaultUniformBlock &uniformBlock = mDefaultUniformBlocks[shaderType];
 
@@ -831,10 +829,10 @@
 
 angle::Result ProgramVk::updateDefaultUniformsDescriptorSet(ContextVk *contextVk)
 {
-    vk::ShaderMap<VkDescriptorBufferInfo> descriptorBufferInfo;
-    vk::ShaderMap<VkWriteDescriptorSet> writeDescriptorInfo;
+    gl::ShaderMap<VkDescriptorBufferInfo> descriptorBufferInfo;
+    gl::ShaderMap<VkWriteDescriptorSet> writeDescriptorInfo;
 
-    for (vk::ShaderType shaderType : vk::AllShaderTypes())
+    for (gl::ShaderType shaderType : gl::AllGLES2ShaderTypes())
     {
         DefaultUniformBlock &uniformBlock  = mDefaultUniformBlocks[shaderType];
         VkDescriptorBufferInfo &bufferInfo = descriptorBufferInfo[shaderType];
@@ -953,10 +951,12 @@
     // No uniforms descriptor set means no need to specify dynamic buffer offsets.
     if (mUsedDescriptorSetRange.contains(kUniformsDescriptorSetIndex))
     {
+        constexpr uint32_t kShaderTypeMin = static_cast<uint32_t>(gl::kGLES2ShaderTypeMin);
+        constexpr uint32_t kShaderTypeMax = static_cast<uint32_t>(gl::kGLES2ShaderTypeMax);
         commandBuffer->bindDescriptorSets(
             VK_PIPELINE_BIND_POINT_GRAPHICS, mPipelineLayout.get(), low,
             mUsedDescriptorSetRange.length(), &mDescriptorSets[low],
-            static_cast<uint32_t>(mUniformBlocksOffsets.size()), mUniformBlocksOffsets.data());
+            kShaderTypeMax - kShaderTypeMin + 1, mUniformBlocksOffsets.data() + kShaderTypeMin);
     }
     else
     {