Move all ShaderBuilder files to GLSL

BUG=skia:

Review URL: https://codereview.chromium.org/1438003003
diff --git a/src/gpu/glsl/GrGLSLVertexShaderBuilder.cpp b/src/gpu/glsl/GrGLSLVertexShaderBuilder.cpp
new file mode 100644
index 0000000..1f68d0e
--- /dev/null
+++ b/src/gpu/glsl/GrGLSLVertexShaderBuilder.cpp
@@ -0,0 +1,87 @@
+/*
+ * Copyright 2014 Google Inc.
+ *
+ * Use of this source code is governed by a BSD-style license that can be
+ * found in the LICENSE file.
+ */
+
+#include "GrGLSLVertexShaderBuilder.h"
+#include "glsl/GrGLSLProgramBuilder.h"
+
+GrGLSLVertexBuilder::GrGLSLVertexBuilder(GrGLSLProgramBuilder* program)
+    : INHERITED(program)
+    , fRtAdjustName(nullptr) {
+}
+
+void GrGLSLVertexBuilder::addVarying(const char* name, GrSLPrecision precision, GrGLSLVarying* v) {
+    fOutputs.push_back();
+    fOutputs.back().setType(v->fType);
+    fOutputs.back().setTypeModifier(GrGLSLShaderVar::kVaryingOut_TypeModifier);
+    fOutputs.back().setPrecision(precision);
+    fProgramBuilder->nameVariable(fOutputs.back().accessName(), 'v', name);
+    v->fVsOut = fOutputs.back().getName().c_str();
+}
+
+void GrGLSLVertexBuilder::emitAttributes(const GrGeometryProcessor& gp) {
+    int vaCount = gp.numAttribs();
+    for (int i = 0; i < vaCount; i++) {
+        this->addAttribute(&gp.getAttrib(i));
+    }
+    return;
+}
+
+void GrGLSLVertexBuilder::transformToNormalizedDeviceSpace(const GrShaderVar& posVar) {
+    SkASSERT(!fRtAdjustName);
+
+    GrSLPrecision precision = kDefault_GrSLPrecision;
+    if (fProgramBuilder->glslCaps()->forceHighPrecisionNDSTransform()) {
+        precision = kHigh_GrSLPrecision;
+    }
+
+    // setup RT Uniform
+    fProgramBuilder->fUniformHandles.fRTAdjustmentUni =
+            fProgramBuilder->addUniform(GrGLSLProgramBuilder::kVertex_Visibility,
+                                        kVec4f_GrSLType, precision,
+                                        fProgramBuilder->rtAdjustment(),
+                                        &fRtAdjustName);
+    if (this->getProgramBuilder()->desc().header().fSnapVerticesToPixelCenters) {
+        if (kVec3f_GrSLType == posVar.getType()) {
+            const char* p = posVar.c_str();
+            this->codeAppendf("{vec2 _posTmp = vec2(%s.x/%s.z, %s.y/%s.z);", p, p, p, p);
+        } else {
+            SkASSERT(kVec2f_GrSLType == posVar.getType());
+            this->codeAppendf("{vec2 _posTmp = %s;", posVar.c_str());
+        }
+        this->codeAppendf("_posTmp = floor(_posTmp) + vec2(0.5, 0.5);"
+                          "gl_Position = vec4(_posTmp.x * %s.x + %s.y,"
+                                             "_posTmp.y * %s.z + %s.w, 0, 1);}",
+                          fRtAdjustName, fRtAdjustName, fRtAdjustName, fRtAdjustName);
+    } else if (kVec3f_GrSLType == posVar.getType()) {
+        this->codeAppendf("gl_Position = vec4(dot(%s.xz, %s.xy), dot(%s.yz, %s.zw), 0, %s.z);",
+                          posVar.c_str(), fRtAdjustName,
+                          posVar.c_str(), fRtAdjustName,
+                          posVar.c_str());
+    } else {
+        SkASSERT(kVec2f_GrSLType == posVar.getType());
+        this->codeAppendf("gl_Position = vec4(%s.x * %s.x + %s.y, %s.y * %s.z + %s.w, 0, 1);",
+                          posVar.c_str(), fRtAdjustName, fRtAdjustName,
+                          posVar.c_str(), fRtAdjustName, fRtAdjustName);
+    }
+    // We could have the GrGeometryProcessor do this, but its just easier to have it performed
+    // here. If we ever need to set variable pointsize, then we can reinvestigate
+    this->codeAppend("gl_PointSize = 1.0;");
+}
+
+bool GrGLSLVertexBuilder::addAttribute(const GrShaderVar& var) {
+    SkASSERT(GrShaderVar::kAttribute_TypeModifier == var.getTypeModifier());
+    for (int i = 0; i < fInputs.count(); ++i) {
+        const GrGLSLShaderVar& attr = fInputs[i];
+        // if attribute already added, don't add it again
+        if (attr.getName().equals(var.getName())) {
+            return false;
+        }
+    }
+    fInputs.push_back(var);
+    return true;
+}
+