Consolidate shader variable storage in Compiler.

The Compiler base class now stores all the shader variables and
interface block information, instead of duplicating the information
in the HLSL translator.

BUG=angle:466

Change-Id: Ia69079fde64fbd6b0cbfc66defd5e37d99ee3e6e
Reviewed-on: https://chromium-review.googlesource.com/206020
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
Reviewed-by: Nicolas Capens <capn@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
diff --git a/src/compiler/translator/ShaderLang.cpp b/src/compiler/translator/ShaderLang.cpp
index ecce06c..bc8d033 100644
--- a/src/compiler/translator/ShaderLang.cpp
+++ b/src/compiler/translator/ShaderLang.cpp
@@ -62,7 +62,7 @@
     switch (varType)
     {
       case SH_ACTIVE_ATTRIBUTES:
-        return ReturnVariable(compiler->getAttribs(), index);
+        return ReturnVariable(compiler->getAttributes(), index);
       case SH_ACTIVE_UNIFORMS:
         return ReturnVariable(compiler->getUniforms(), index);
       case SH_VARYINGS:
@@ -257,7 +257,7 @@
         *params = 1 + GetGlobalMaxTokenSize(compiler->getShaderSpec());
         break;
     case SH_ACTIVE_ATTRIBUTES:
-        *params = compiler->getAttribs().size();
+        *params = compiler->getAttributes().size();
         break;
     case SH_ACTIVE_ATTRIBUTE_MAX_LENGTH:
         *params = 1 + GetGlobalMaxTokenSize(compiler->getShaderSpec());