Make GrGLShaderBuilder::TextureSampler extract only required info from GrTextureAccess.

This will make it possible to init a TextureSampler without a texture or a specific config.

Also unify two separate bitfields of color components in GPU code.
Review URL: https://codereview.chromium.org/13121002

git-svn-id: http://skia.googlecode.com/svn/trunk@8428 2bbb7eff-a529-9590-31e7-b0007b416f81
diff --git a/include/gpu/GrTextureAccess.h b/include/gpu/GrTextureAccess.h
index b03e6e6..e5ea535 100644
--- a/include/gpu/GrTextureAccess.h
+++ b/include/gpu/GrTextureAccess.h
@@ -162,16 +162,8 @@
      */
     const char* getSwizzle() const { return fSwizzle; }
 
-    enum {
-        kR_SwizzleFlag = 0x1,
-        kG_SwizzleFlag = 0x2,
-        kB_SwizzleFlag = 0x4,
-        kA_SwizzleFlag = 0x8,
-
-        kRGB_SwizzleMask = (kR_SwizzleFlag |  kG_SwizzleFlag | kB_SwizzleFlag),
-    };
-
-    /** Returns a mask indicating which components are referenced in the swizzle. */
+    /** Returns a mask indicating which components are referenced in the swizzle. The return
+        is a bitfield of GrColorComponentFlags. */
     uint32_t swizzleMask() const { return fSwizzleMask; }
 
     const GrTextureParams& getParams() const { return fParams; }