Rename ShaderType enum to ShaderVisibility

Renames ShaderType in GrGLShaderBuilder to ShaderVisibility. It is now
used solely as a bitfield. Methods that previously accepted a single
ShaderType value are split into separate calls:

 - getShader -> vsGetShader, gsGetShader, fsGetShader
 - emiitFunction -> fsEmitFunction
 - appendTextureLookup -> fsAppendTextureLookup

No change in functionality. This is a refactoring to allow us to
separate the vertex/geometry and fragment parts of GrGLShaderBuilder.

R=bsalomon@google.com

Author: cdalton@nvidia.com

Review URL: https://chromiumcodereview.appspot.com/23826002

git-svn-id: http://skia.googlecode.com/svn/trunk@11044 2bbb7eff-a529-9590-31e7-b0007b416f81
diff --git a/src/gpu/effects/GrSimpleTextureEffect.cpp b/src/gpu/effects/GrSimpleTextureEffect.cpp
index 6a85e47..7a1692b 100644
--- a/src/gpu/effects/GrSimpleTextureEffect.cpp
+++ b/src/gpu/effects/GrSimpleTextureEffect.cpp
@@ -48,11 +48,10 @@
             fsCoordSLType = fEffectMatrix.get()->emitCode(builder, key, &fsCoordName);
         }
         builder->fsCodeAppendf("\t%s = ", outputColor);
-        builder->appendTextureLookupAndModulate(GrGLShaderBuilder::kFragment_ShaderType,
-                                                inputColor,
-                                                samplers[0],
-                                                fsCoordName.c_str(),
-                                                fsCoordSLType);
+        builder->fsAppendTextureLookupAndModulate(inputColor,
+                                                  samplers[0],
+                                                  fsCoordName.c_str(),
+                                                  fsCoordSLType);
         builder->fsCodeAppend(";\n");
     }