Cleanup of shader building system

this is a huge refactor and cleanup of the gl shader building system in
Skia.  The entire shader building pipeline is now part of
GrGLProgramCreator, which takes a gp, and some fps, and creates a
program.  I added some subclasses of GrGLProgram to handle the
eccentricities of Nvpr/Nvpres.  Outside of the builders folder
and GrGLPrograms, this change is basically just a rename

solo gp

BUG=skia:

Committed: https://skia.googlesource.com/skia/+/fe1233c3f12f81bb675718516bbb32f72af726ec

Review URL: https://codereview.chromium.org/611653002
diff --git a/src/gpu/effects/GrDashingEffect.cpp b/src/gpu/effects/GrDashingEffect.cpp
index 4df1f02..d7a2f40 100644
--- a/src/gpu/effects/GrDashingEffect.cpp
+++ b/src/gpu/effects/GrDashingEffect.cpp
@@ -10,7 +10,7 @@
 #include "../GrAARectRenderer.h"
 
 #include "GrGeometryProcessor.h"
-#include "gl/builders/GrGLFullProgramBuilder.h"
+#include "gl/builders/GrGLProgramBuilder.h"
 #include "gl/GrGLProcessor.h"
 #include "gl/GrGLGeometryProcessor.h"
 #include "gl/GrGLSL.h"
@@ -482,7 +482,7 @@
 public:
     GLDashingCircleEffect(const GrBackendProcessorFactory&, const GrProcessor&);
 
-    virtual void emitCode(GrGLFullProgramBuilder* builder,
+    virtual void emitCode(GrGLGPBuilder* builder,
                           const GrGeometryProcessor& geometryProcessor,
                           const GrProcessorKey& key,
                           const char* outputColor,
@@ -510,7 +510,7 @@
     fPrevIntervalLength = SK_ScalarMax;
 }
 
-void GLDashingCircleEffect::emitCode(GrGLFullProgramBuilder* builder,
+void GLDashingCircleEffect::emitCode(GrGLGPBuilder* builder,
                                     const GrGeometryProcessor& geometryProcessor,
                                     const GrProcessorKey& key,
                                     const char* outputColor,
@@ -529,11 +529,11 @@
     const char *vsCoordName, *fsCoordName;
     builder->addVarying(kVec2f_GrSLType, "Coord", &vsCoordName, &fsCoordName);
 
-    GrGLVertexShaderBuilder* vsBuilder = builder->getVertexShaderBuilder();
+    GrGLVertexBuilder* vsBuilder = builder->getVertexShaderBuilder();
     vsBuilder->codeAppendf("\t%s = %s;\n", vsCoordName, dce.inCoord().c_str());
 
     // transforms all points so that we can compare them to our test circle
-    GrGLProcessorFragmentShaderBuilder* fsBuilder = builder->getFragmentShaderBuilder();
+    GrGLGPFragmentBuilder* fsBuilder = builder->getFragmentShaderBuilder();
     fsBuilder->codeAppendf("\t\tfloat xShifted = %s.x - floor(%s.x / %s.z) * %s.z;\n",
                            fsCoordName, fsCoordName, paramName, paramName);
     fsBuilder->codeAppendf("\t\tvec2 fragPosShifted = vec2(xShifted, %s.y);\n", fsCoordName);
@@ -694,7 +694,7 @@
 public:
     GLDashingLineEffect(const GrBackendProcessorFactory&, const GrProcessor&);
 
-    virtual void emitCode(GrGLFullProgramBuilder* builder,
+    virtual void emitCode(GrGLGPBuilder* builder,
                           const GrGeometryProcessor& geometryProcessor,
                           const GrProcessorKey& key,
                           const char* outputColor,
@@ -721,7 +721,7 @@
     fPrevIntervalLength = SK_ScalarMax;
 }
 
-void GLDashingLineEffect::emitCode(GrGLFullProgramBuilder* builder,
+void GLDashingLineEffect::emitCode(GrGLGPBuilder* builder,
                                    const GrGeometryProcessor& geometryProcessor,
                                    const GrProcessorKey& key,
                                    const char* outputColor,
@@ -745,11 +745,11 @@
 
     const char *vsCoordName, *fsCoordName;
     builder->addVarying(kVec2f_GrSLType, "Coord", &vsCoordName, &fsCoordName);
-    GrGLVertexShaderBuilder* vsBuilder = builder->getVertexShaderBuilder();
+    GrGLVertexBuilder* vsBuilder = builder->getVertexShaderBuilder();
     vsBuilder->codeAppendf("\t%s = %s;\n", vsCoordName, de.inCoord().c_str());
 
     // transforms all points so that we can compare them to our test rect
-    GrGLProcessorFragmentShaderBuilder* fsBuilder = builder->getFragmentShaderBuilder();
+    GrGLGPFragmentBuilder* fsBuilder = builder->getFragmentShaderBuilder();
     fsBuilder->codeAppendf("\t\tfloat xShifted = %s.x - floor(%s.x / %s) * %s;\n",
                            fsCoordName, fsCoordName, intervalName, intervalName);
     fsBuilder->codeAppendf("\t\tvec2 fragPosShifted = vec2(xShifted, %s.y);\n", fsCoordName);