Specify CPU (buffer) and GPU (shader) types explicitly in Attribute

The CPU type is still specified using GrVertexAttribType.
The GPU type is specified directly using GrSLType.

kHalfX_GrVertexAttribType now really means half-float buffer
data, rather than float. (Caveat: The GL enum is only correct
with ES3/GL3 - ES2+extension needs a different value. Sigh.)

Bug: skia:
Change-Id: Ife101db68a5d4ea1ddc2f6c60fbec0c66d725c16
Reviewed-on: https://skia-review.googlesource.com/154628
Reviewed-by: Brian Salomon <bsalomon@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
diff --git a/src/gpu/effects/GrBitmapTextGeoProc.cpp b/src/gpu/effects/GrBitmapTextGeoProc.cpp
index ee38f43..02a9c46 100644
--- a/src/gpu/effects/GrBitmapTextGeoProc.cpp
+++ b/src/gpu/effects/GrBitmapTextGeoProc.cpp
@@ -132,17 +132,18 @@
     SkASSERT(numActiveProxies <= kMaxTextures);
 
     if (usesW) {
-        fInPosition = {"inPosition", kFloat3_GrVertexAttribType};
+        fInPosition = {"inPosition", kFloat3_GrVertexAttribType, kFloat3_GrSLType};
     } else {
-        fInPosition = {"inPosition", kFloat2_GrVertexAttribType};
+        fInPosition = {"inPosition", kFloat2_GrVertexAttribType, kFloat2_GrSLType};
     }
-    fInTextureCoords = {"inTextureCoords", kUShort2_GrVertexAttribType};
+    fInTextureCoords =
+            {"inTextureCoords", kUShort2_GrVertexAttribType, kUShort2_GrSLType};
     int cnt = 2;
 
     bool hasVertexColor = kA8_GrMaskFormat == fMaskFormat ||
                           kA565_GrMaskFormat == fMaskFormat;
     if (hasVertexColor) {
-        fInColor = {"inColor", kUByte4_norm_GrVertexAttribType};
+        fInColor = {"inColor", kUByte4_norm_GrVertexAttribType, kHalf4_GrSLType};
         ++cnt;
     }