Initial refactor of shaderbuilder to prepare for geometry shaders

gitignore for eclipse

BUG=skia:
R=bsalomon@google.com, bsalomon@chromium.org

Author: joshualitt@chromium.org

Review URL: https://codereview.chromium.org/491673002
diff --git a/src/effects/gradients/SkTwoPointRadialGradient.cpp b/src/effects/gradients/SkTwoPointRadialGradient.cpp
index 754a532..bb5ec04 100644
--- a/src/effects/gradients/SkTwoPointRadialGradient.cpp
+++ b/src/effects/gradients/SkTwoPointRadialGradient.cpp
@@ -398,7 +398,7 @@
 #if SK_SUPPORT_GPU
 
 #include "GrTBackendEffectFactory.h"
-#include "gl/GrGLShaderBuilder.h"
+#include "gl/builders/GrGLProgramBuilder.h"
 #include "SkGr.h"
 
 // For brevity
@@ -411,7 +411,7 @@
     GrGLRadial2Gradient(const GrBackendEffectFactory& factory, const GrDrawEffect&);
     virtual ~GrGLRadial2Gradient() { }
 
-    virtual void emitCode(GrGLShaderBuilder*,
+    virtual void emitCode(GrGLProgramBuilder*,
                           const GrDrawEffect&,
                           const GrEffectKey&,
                           const char* outputColor,
@@ -567,7 +567,7 @@
     fIsDegenerate = data.isDegenerate();
 }
 
-void GrGLRadial2Gradient::emitCode(GrGLShaderBuilder* builder,
+void GrGLRadial2Gradient::emitCode(GrGLProgramBuilder* builder,
                                    const GrDrawEffect& drawEffect,
                                    const GrEffectKey& key,
                                    const char* outputColor,
@@ -576,7 +576,7 @@
                                    const TextureSamplerArray& samplers) {
     uint32_t baseKey = key.get32(0);
     this->emitUniforms(builder, baseKey);
-    fParamUni = builder->addUniformArray(GrGLShaderBuilder::kFragment_Visibility,
+    fParamUni = builder->addUniformArray(GrGLProgramBuilder::kFragment_Visibility,
                                          kFloat_GrSLType, "Radial2FSParams", 6);
 
     SkString cName("c");
@@ -596,12 +596,13 @@
     builder->getUniformVariable(fParamUni).appendArrayAccess(4, &p4);
     builder->getUniformVariable(fParamUni).appendArrayAccess(5, &p5);
 
+    GrGLFragmentShaderBuilder* fsBuilder = builder->getFragmentShaderBuilder();
     // We interpolate the linear component in coords[1].
     SkASSERT(coords[0].type() == coords[1].type());
     const char* coords2D;
     SkString bVar;
     if (kVec3f_GrSLType == coords[0].type()) {
-        builder->fsCodeAppendf("\tvec3 interpolants = vec3(%s.xy, %s.x) / %s.z;\n",
+        fsBuilder->codeAppendf("\tvec3 interpolants = vec3(%s.xy, %s.x) / %s.z;\n",
                                coords[0].c_str(), coords[1].c_str(), coords[0].c_str());
         coords2D = "interpolants.xy";
         bVar = "interpolants.z";
@@ -611,7 +612,7 @@
     }
 
     // c = (x^2)+(y^2) - params[4]
-    builder->fsCodeAppendf("\tfloat %s = dot(%s, %s) - %s;\n",
+    fsBuilder->codeAppendf("\tfloat %s = dot(%s, %s) - %s;\n",
                            cName.c_str(), coords2D, coords2D, p4.c_str());
 
     // If we aren't degenerate, emit some extra code, and accept a slightly
@@ -619,13 +620,13 @@
     if (!fIsDegenerate) {
 
         // ac4 = 4.0 * params[0] * c
-        builder->fsCodeAppendf("\tfloat %s = %s * 4.0 * %s;\n",
+        fsBuilder->codeAppendf("\tfloat %s = %s * 4.0 * %s;\n",
                                ac4Name.c_str(), p0.c_str(),
                                cName.c_str());
 
         // root = sqrt(b^2-4ac)
         // (abs to avoid exception due to fp precision)
-        builder->fsCodeAppendf("\tfloat %s = sqrt(abs(%s*%s - %s));\n",
+        fsBuilder->codeAppendf("\tfloat %s = sqrt(abs(%s*%s - %s));\n",
                                rootName.c_str(), bVar.c_str(), bVar.c_str(),
                                ac4Name.c_str());