Rename GrGLUniformManager to GrGLProgramDataManager

Rename GrGLUniformManager to GrGLProgramDataManager in anticipation that the
class would be used to manage shader resources that are not uniforms.

This is needed in order to implement NVPR on GLES.

R=bsalomon@google.com

Author: kkinnunen@nvidia.com

Review URL: https://codereview.chromium.org/365853002
diff --git a/src/gpu/effects/GrTextureDomain.cpp b/src/gpu/effects/GrTextureDomain.cpp
index b000422..8c5ff00 100644
--- a/src/gpu/effects/GrTextureDomain.cpp
+++ b/src/gpu/effects/GrTextureDomain.cpp
@@ -132,7 +132,7 @@
     }
 }
 
-void GrTextureDomain::GLDomain::setData(const GrGLUniformManager& uman,
+void GrTextureDomain::GLDomain::setData(const GrGLProgramDataManager& pdman,
                                         const GrTextureDomain& textureDomain,
                                         GrSurfaceOrigin textureOrigin) {
     SkASSERT(textureDomain.mode() == fMode);
@@ -152,7 +152,7 @@
             SkTSwap(values[1], values[3]);
         }
         if (0 != memcmp(values, fPrevDomain, 4 * sizeof(GrGLfloat))) {
-            uman.set4fv(fDomainUni, 1, values);
+            pdman.set4fv(fDomainUni, 1, values);
             memcpy(fPrevDomain, values, 4 * sizeof(GrGLfloat));
         }
     }
@@ -173,7 +173,7 @@
                           const TransformedCoordsArray&,
                           const TextureSamplerArray&) SK_OVERRIDE;
 
-    virtual void setData(const GrGLUniformManager&, const GrDrawEffect&) SK_OVERRIDE;
+    virtual void setData(const GrGLProgramDataManager&, const GrDrawEffect&) SK_OVERRIDE;
 
     static inline void GenKey(const GrDrawEffect&, const GrGLCaps&, GrEffectKeyBuilder*);
 
@@ -201,11 +201,11 @@
     fGLDomain.sampleTexture(builder, domain, outputColor, coords2D, samplers[0], inputColor);
 }
 
-void GrGLTextureDomainEffect::setData(const GrGLUniformManager& uman,
+void GrGLTextureDomainEffect::setData(const GrGLProgramDataManager& pdman,
                                       const GrDrawEffect& drawEffect) {
     const GrTextureDomainEffect& effect = drawEffect.castEffect<GrTextureDomainEffect>();
     const GrTextureDomain& domain = effect.textureDomain();
-    fGLDomain.setData(uman, domain, effect.texture(0)->origin());
+    fGLDomain.setData(pdman, domain, effect.texture(0)->origin());
 }
 
 void GrGLTextureDomainEffect::GenKey(const GrDrawEffect& drawEffect, const GrGLCaps&,