Move the GL shader compilation step into GrGLShaderBuilder

Moves the compilation step and a few other blocks of code from
GrGLProgram to GrGLShaderBuilder. This way GrGLProgram doesn't have to
know whether or not there is a vertex shader.

R=bsalomon@google.com

Author: cdalton@nvidia.com

Review URL: https://codereview.chromium.org/23533066

git-svn-id: http://skia.googlecode.com/svn/trunk@11523 2bbb7eff-a529-9590-31e7-b0007b416f81
diff --git a/src/gpu/gl/GrGLProgram.h b/src/gpu/gl/GrGLProgram.h
index 09f7668..0304acf 100644
--- a/src/gpu/gl/GrGLProgram.h
+++ b/src/gpu/gl/GrGLProgram.h
@@ -172,25 +172,10 @@
      */
     bool genProgram(const GrEffectStage* colorStages[], const GrEffectStage* coverageStages[]);
 
-    GrSLConstantVec genInputColor(GrGLShaderBuilder* builder, SkString* inColor);
-
-    GrSLConstantVec genInputCoverage(GrGLShaderBuilder* builder, SkString* inCoverage);
-
-    void genGeometryShader(GrGLShaderBuilder::VertexBuilder* vertexBuilder) const;
-
-    // Creates a GL program ID, binds shader attributes to GL vertex attrs, and links the program
-    bool bindOutputsAttribsAndLinkProgram(const GrGLShaderBuilder& builder,
-                                          bool bindColorOut,
-                                          bool bindDualSrcOut);
-
     // Sets the texture units for samplers
     void initSamplerUniforms();
     void initEffectSamplerUniforms(EffectAndSamplers* effect, int* texUnitIdx);
 
-    bool compileShaders(const GrGLShaderBuilder& builder);
-
-    const char* adjustInColor(const SkString& inColor) const;
-
     // Helper for setData().
     void setEffectData(const GrEffectStage& stage, const EffectAndSamplers& effect);
 
@@ -205,10 +190,7 @@
     // Helper for setData() that sets the view matrix and loads the render target height uniform
     void setMatrixAndRenderTargetHeight(const GrDrawState&);
 
-    // GL IDs
-    GrGLuint                    fVShaderID;
-    GrGLuint                    fGShaderID;
-    GrGLuint                    fFShaderID;
+    // GL program ID
     GrGLuint                    fProgramID;
 
     // these reflect the current values of uniforms (GL uniform values travel with program)