Turned on SkSL->GLSL compiler
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2288033003

Committed: https://skia.googlesource.com/skia/+/9b0fe3d125f237d9884732a48414fa85fc71b4e3
Committed: https://skia.googlesource.com/skia/+/b12b3c6908c62c908b3680be01e3b5bfd30de310
Committed: https://skia.googlesource.com/skia/+/f008b0a59f45c0d4bea3e66faf3b01805009ec89
Committed: https://skia.googlesource.com/skia/+/08b2ccf398e2b81bc05d2c105837e5419899469b
Committed: https://skia.googlesource.com/skia/+/dcfe6dba4a335e50e86ff68e3252065d4197432c
Committed: https://skia.googlesource.com/skia/+/ccb1dd8f267f9d7fe7c9d0ce222ebc81b41853b3
Review-Url: https://codereview.chromium.org/2288033003
diff --git a/bench/GLVec4ScalarBench.cpp b/bench/GLVec4ScalarBench.cpp
index e3837a7..373ae6b 100644
--- a/bench/GLVec4ScalarBench.cpp
+++ b/bench/GLVec4ScalarBench.cpp
@@ -124,8 +124,6 @@
             "    o_color = a_color;\n"
             "}\n");
 
-    const GrGLInterface* gl = ctx->interface();
-
     // set up fragment shader; this fragment shader will have fNumStages coverage stages plus an
     // XP stage at the end.  Each coverage stage computes the pixel's distance from some hard-
     // coded center and compare that to some hard-coded circle radius to compute a coverage.
@@ -186,7 +184,7 @@
             "}\n",
             fsOutName);
 
-    return CreateProgram(gl, vshaderTxt.c_str(), fshaderTxt.c_str());
+    return CreateProgram(ctx, vshaderTxt.c_str(), fshaderTxt.c_str());
 }
 
 template<typename Func>