Attempt to work around iOS varying limit in GLPrograms test

Dump shaders when linking fails.

Bug: skia:6627
Change-Id: I7f1df4be039eb56d990aa64c58c8dd2a22d97dbe
Reviewed-on: https://skia-review.googlesource.com/16867
Reviewed-by: Robert Phillips <robertphillips@google.com>
Commit-Queue: Brian Salomon <bsalomon@google.com>
diff --git a/src/gpu/gl/builders/GrGLShaderStringBuilder.h b/src/gpu/gl/builders/GrGLShaderStringBuilder.h
index 242fe61..59dea35 100644
--- a/src/gpu/gl/builders/GrGLShaderStringBuilder.h
+++ b/src/gpu/gl/builders/GrGLShaderStringBuilder.h
@@ -17,11 +17,14 @@
 GrGLuint GrGLCompileAndAttachShader(const GrGLContext& glCtx,
                                     GrGLuint programId,
                                     GrGLenum type,
-                                    const char** strings,
+                                    const char** skslStrings,
                                     int* lengths,
                                     int count,
                                     GrGpu::Stats*,
                                     const SkSL::Program::Settings& settings,
                                     SkSL::Program::Inputs* inputs);
 
+void GrGLPrintShader(const GrGLContext&, GrGLenum type, const char** skslStrings, int* lengths,
+                     int count, const SkSL::Program::Settings&);
+
 #endif