Move GrGLShaderVar to GrGLSL

BUG=skia:

Review URL: https://codereview.chromium.org/1417123002
diff --git a/src/gpu/gl/GrGLProgramDataManager.cpp b/src/gpu/gl/GrGLProgramDataManager.cpp
index 4d5d711..590287e 100644
--- a/src/gpu/gl/GrGLProgramDataManager.cpp
+++ b/src/gpu/gl/GrGLProgramDataManager.cpp
@@ -11,7 +11,7 @@
 
 #define ASSERT_ARRAY_UPLOAD_IN_BOUNDS(UNI, COUNT) \
          SkASSERT(arrayCount <= uni.fArrayCount || \
-                  (1 == arrayCount && GrGLShaderVar::kNonArray == uni.fArrayCount))
+                  (1 == arrayCount && GrGLSLShaderVar::kNonArray == uni.fArrayCount))
 
 GrGLProgramDataManager::GrGLProgramDataManager(GrGLGpu* gpu, GrGLuint programID,
                                                const UniformInfoArray& uniforms,
@@ -23,7 +23,7 @@
     for (int i = 0; i < count; i++) {
         Uniform& uniform = fUniforms[i];
         const UniformInfo& builderUniform = uniforms[i];
-        SkASSERT(GrGLShaderVar::kNonArray == builderUniform.fVariable.getArrayCount() ||
+        SkASSERT(GrGLSLShaderVar::kNonArray == builderUniform.fVariable.getArrayCount() ||
                  builderUniform.fVariable.getArrayCount() > 0);
         SkDEBUGCODE(
             uniform.fArrayCount = builderUniform.fVariable.getArrayCount();
@@ -50,7 +50,7 @@
         SkASSERT(fGpu->glCaps().shaderCaps()->pathRenderingSupport());
         SeparableVarying& separableVarying = fSeparableVaryings[i];
         const SeparableVaryingInfo& builderSeparableVarying = separableVaryings[i];
-        SkASSERT(GrGLShaderVar::kNonArray == builderSeparableVarying.fVariable.getArrayCount() ||
+        SkASSERT(GrGLSLShaderVar::kNonArray == builderSeparableVarying.fVariable.getArrayCount() ||
                  builderSeparableVarying.fVariable.getArrayCount() > 0);
         SkDEBUGCODE(
             separableVarying.fArrayCount = builderSeparableVarying.fVariable.getArrayCount();
@@ -63,7 +63,7 @@
 void GrGLProgramDataManager::setSampler(UniformHandle u, GrGLint texUnit) const {
     const Uniform& uni = fUniforms[u.toIndex()];
     SkASSERT(uni.fType == kSampler2D_GrSLType);
-    SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount);
+    SkASSERT(GrGLSLShaderVar::kNonArray == uni.fArrayCount);
     // FIXME: We still insert a single sampler uniform for every stage. If the shader does not
     // reference the sampler then the compiler may have optimized it out. Uncomment this assert
     // once stages insert their own samplers.
@@ -79,7 +79,7 @@
 void GrGLProgramDataManager::set1f(UniformHandle u, GrGLfloat v0) const {
     const Uniform& uni = fUniforms[u.toIndex()];
     SkASSERT(uni.fType == kFloat_GrSLType);
-    SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount);
+    SkASSERT(GrGLSLShaderVar::kNonArray == uni.fArrayCount);
     SkDEBUGCODE(this->printUnused(uni);)
     if (kUnusedUniform != uni.fFSLocation) {
         GR_GL_CALL(fGpu->glInterface(), Uniform1f(uni.fFSLocation, v0));
@@ -111,7 +111,7 @@
 void GrGLProgramDataManager::set2f(UniformHandle u, GrGLfloat v0, GrGLfloat v1) const {
     const Uniform& uni = fUniforms[u.toIndex()];
     SkASSERT(uni.fType == kVec2f_GrSLType);
-    SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount);
+    SkASSERT(GrGLSLShaderVar::kNonArray == uni.fArrayCount);
     SkDEBUGCODE(this->printUnused(uni);)
     if (kUnusedUniform != uni.fFSLocation) {
         GR_GL_CALL(fGpu->glInterface(), Uniform2f(uni.fFSLocation, v0, v1));
@@ -140,7 +140,7 @@
 void GrGLProgramDataManager::set3f(UniformHandle u, GrGLfloat v0, GrGLfloat v1, GrGLfloat v2) const {
     const Uniform& uni = fUniforms[u.toIndex()];
     SkASSERT(uni.fType == kVec3f_GrSLType);
-    SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount);
+    SkASSERT(GrGLSLShaderVar::kNonArray == uni.fArrayCount);
     SkDEBUGCODE(this->printUnused(uni);)
     if (kUnusedUniform != uni.fFSLocation) {
         GR_GL_CALL(fGpu->glInterface(), Uniform3f(uni.fFSLocation, v0, v1, v2));
@@ -173,7 +173,7 @@
                                    GrGLfloat v3) const {
     const Uniform& uni = fUniforms[u.toIndex()];
     SkASSERT(uni.fType == kVec4f_GrSLType);
-    SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount);
+    SkASSERT(GrGLSLShaderVar::kNonArray == uni.fArrayCount);
     SkDEBUGCODE(this->printUnused(uni);)
     if (kUnusedUniform != uni.fFSLocation) {
         GR_GL_CALL(fGpu->glInterface(), Uniform4f(uni.fFSLocation, v0, v1, v2, v3));
@@ -202,7 +202,7 @@
 void GrGLProgramDataManager::setMatrix3f(UniformHandle u, const GrGLfloat matrix[]) const {
     const Uniform& uni = fUniforms[u.toIndex()];
     SkASSERT(uni.fType == kMat33f_GrSLType);
-    SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount);
+    SkASSERT(GrGLSLShaderVar::kNonArray == uni.fArrayCount);
     SkDEBUGCODE(this->printUnused(uni);)
     if (kUnusedUniform != uni.fFSLocation) {
         GR_GL_CALL(fGpu->glInterface(), UniformMatrix3fv(uni.fFSLocation, 1, false, matrix));
@@ -215,7 +215,7 @@
 void GrGLProgramDataManager::setMatrix4f(UniformHandle u, const GrGLfloat matrix[]) const {
     const Uniform& uni = fUniforms[u.toIndex()];
     SkASSERT(uni.fType == kMat44f_GrSLType);
-    SkASSERT(GrGLShaderVar::kNonArray == uni.fArrayCount);
+    SkASSERT(GrGLSLShaderVar::kNonArray == uni.fArrayCount);
     SkDEBUGCODE(this->printUnused(uni);)
     if (kUnusedUniform != uni.fFSLocation) {
         GR_GL_CALL(fGpu->glInterface(), UniformMatrix4fv(uni.fFSLocation, 1, false, matrix));