Use the sh namespace for shader variables.

Since these types originate from the translator, use an appropriate
namespace. Also rename some of the gl helper functions to be more
specific to their functionality.

BUG=angle:466

Change-Id: Idc29987b2053b3c40748dd46b581f3dbd8a6fd61
Reviewed-on: https://chromium-review.googlesource.com/204680
Tested-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
diff --git a/src/common/utilities.cpp b/src/common/utilities.cpp
index b46bef6..f47f8e5 100644
--- a/src/common/utilities.cpp
+++ b/src/common/utilities.cpp
@@ -15,7 +15,7 @@
 namespace gl
 {
 
-int UniformComponentCount(GLenum type)
+int VariableComponentCount(GLenum type)
 {
     switch (type)
     {
@@ -75,7 +75,7 @@
     return 0;
 }
 
-GLenum UniformComponentType(GLenum type)
+GLenum VariableComponentType(GLenum type)
 {
     switch(type)
     {
@@ -130,7 +130,7 @@
     return GL_NONE;
 }
 
-size_t UniformComponentSize(GLenum type)
+size_t VariableComponentSize(GLenum type)
 {
     switch(type)
     {
@@ -144,18 +144,18 @@
     return 0;
 }
 
-size_t UniformInternalSize(GLenum type)
+size_t VariableInternalSize(GLenum type)
 {
     // Expanded to 4-element vectors
-    return UniformComponentSize(UniformComponentType(type)) * VariableRowCount(type) * 4;
+    return VariableComponentSize(VariableComponentType(type)) * VariableRowCount(type) * 4;
 }
 
-size_t UniformExternalSize(GLenum type)
+size_t VariableExternalSize(GLenum type)
 {
-    return UniformComponentSize(UniformComponentType(type)) * UniformComponentCount(type);
+    return VariableComponentSize(VariableComponentType(type)) * VariableComponentCount(type);
 }
 
-GLenum UniformBoolVectorType(GLenum type)
+GLenum VariableBoolVectorType(GLenum type)
 {
     switch (type)
     {
@@ -362,7 +362,7 @@
     return isRowMajorMatrix ? VariableColumnCount(type) : VariableRowCount(type);
 }
 
-int AttributeRegisterCount(GLenum type)
+int VariableRegisterCount(GLenum type)
 {
     return IsMatrixType(type) ? VariableColumnCount(type) : 1;
 }