Import Cobalt 20.master.0.243969

Includes the following patches:
  https://cobalt-review.googlesource.com/c/cobalt/+/5610
    by r97922153@gmail.com
diff --git a/src/third_party/angle/util/shader_utils.h b/src/third_party/angle/util/shader_utils.h
index 706b6d7..b93a010 100644
--- a/src/third_party/angle/util/shader_utils.h
+++ b/src/third_party/angle/util/shader_utils.h
@@ -1,5 +1,5 @@
 //
-// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
+// Copyright 2014 The ANGLE Project Authors. All rights reserved.
 // Use of this source code is governed by a BSD-style license that can be
 // found in the LICENSE file.
 //
@@ -7,33 +7,160 @@
 #ifndef SAMPLE_UTIL_SHADER_UTILS_H
 #define SAMPLE_UTIL_SHADER_UTILS_H
 
-#include <export.h>
-#include <GLES3/gl31.h>
-#include <GLES3/gl3.h>
-#include <GLES2/gl2.h>
-#include <GLES2/gl2ext.h>
-#include <EGL/egl.h>
-#include <EGL/eglext.h>
-
+#include <functional>
 #include <string>
 #include <vector>
 
-#define SHADER_SOURCE(...) #__VA_ARGS__
+#include "util/util_export.h"
+#include "util/util_gl.h"
 
-ANGLE_EXPORT GLuint CompileShader(GLenum type, const std::string &source);
-ANGLE_EXPORT GLuint CompileShaderFromFile(GLenum type, const std::string &sourcePath);
+ANGLE_UTIL_EXPORT GLuint CheckLinkStatusAndReturnProgram(GLuint program, bool outputErrorMessages);
+ANGLE_UTIL_EXPORT GLuint CompileShader(GLenum type, const char *source);
+ANGLE_UTIL_EXPORT GLuint CompileShaderFromFile(GLenum type, const std::string &sourcePath);
 
-ANGLE_EXPORT GLuint
-CompileProgramWithTransformFeedback(const std::string &vsSource,
-                                    const std::string &fsSource,
+ANGLE_UTIL_EXPORT GLuint
+CompileProgramWithTransformFeedback(const char *vsSource,
+                                    const char *fsSource,
                                     const std::vector<std::string> &transformFeedbackVaryings,
                                     GLenum bufferMode);
-ANGLE_EXPORT GLuint CompileProgram(const std::string &vsSource, const std::string &fsSource);
-ANGLE_EXPORT GLuint CompileProgramFromFiles(const std::string &vsPath, const std::string &fsPath);
-ANGLE_EXPORT GLuint CompileComputeProgram(const std::string &csSource,
-                                          bool outputErrorMessages = true);
 
-ANGLE_EXPORT GLuint LoadBinaryProgramOES(const std::vector<uint8_t> &binary, GLenum binaryFormat);
-ANGLE_EXPORT GLuint LoadBinaryProgramES3(const std::vector<uint8_t> &binary, GLenum binaryFormat);
+ANGLE_UTIL_EXPORT GLuint CompileProgram(const char *vsSource, const char *fsSource);
 
-#endif // SAMPLE_UTIL_SHADER_UTILS_H
+ANGLE_UTIL_EXPORT GLuint CompileProgram(const char *vsSource,
+                                        const char *fsSource,
+                                        const std::function<void(GLuint)> &preLinkCallback);
+
+ANGLE_UTIL_EXPORT GLuint CompileProgramWithGS(const char *vsSource,
+                                              const char *gsSource,
+                                              const char *fsSource);
+ANGLE_UTIL_EXPORT GLuint CompileProgramFromFiles(const std::string &vsPath,
+                                                 const std::string &fsPath);
+ANGLE_UTIL_EXPORT GLuint CompileComputeProgram(const char *csSource,
+                                               bool outputErrorMessages = true);
+ANGLE_UTIL_EXPORT bool LinkAttachedProgram(GLuint program);
+
+ANGLE_UTIL_EXPORT GLuint LoadBinaryProgramOES(const std::vector<uint8_t> &binary,
+                                              GLenum binaryFormat);
+ANGLE_UTIL_EXPORT GLuint LoadBinaryProgramES3(const std::vector<uint8_t> &binary,
+                                              GLenum binaryFormat);
+
+namespace angle
+{
+
+namespace essl1_shaders
+{
+
+ANGLE_UTIL_EXPORT const char *PositionAttrib();
+ANGLE_UTIL_EXPORT const char *ColorUniform();
+ANGLE_UTIL_EXPORT const char *Texture2DUniform();
+
+namespace vs
+{
+
+// A shader that sets gl_Position to zero.
+ANGLE_UTIL_EXPORT const char *Zero();
+
+// A shader that sets gl_Position to attribute a_position.
+ANGLE_UTIL_EXPORT const char *Simple();
+
+// A shader that passes through attribute a_position, setting it to gl_Position and varying
+// v_position.
+ANGLE_UTIL_EXPORT const char *Passthrough();
+
+// A shader that simply passes through attribute a_position, setting it to gl_Position and varying
+// texcoord.
+ANGLE_UTIL_EXPORT const char *Texture2D();
+
+}  // namespace vs
+
+namespace fs
+{
+
+// A shader that renders a simple checker pattern of red and green. X axis and y axis separate the
+// different colors. Needs varying v_position.
+ANGLE_UTIL_EXPORT const char *Checkered();
+
+// A shader that fills with color taken from uniform named "color".
+ANGLE_UTIL_EXPORT const char *UniformColor();
+
+// A shader that fills with 100% opaque red.
+ANGLE_UTIL_EXPORT const char *Red();
+
+// A shader that fills with 100% opaque green.
+ANGLE_UTIL_EXPORT const char *Green();
+
+// A shader that fills with 100% opaque blue.
+ANGLE_UTIL_EXPORT const char *Blue();
+
+// A shader that samples the texture
+ANGLE_UTIL_EXPORT const char *Texture2D();
+
+}  // namespace fs
+}  // namespace essl1_shaders
+
+namespace essl3_shaders
+{
+
+ANGLE_UTIL_EXPORT const char *PositionAttrib();
+
+namespace vs
+{
+
+// A shader that sets gl_Position to zero.
+ANGLE_UTIL_EXPORT const char *Zero();
+
+// A shader that sets gl_Position to attribute a_position.
+ANGLE_UTIL_EXPORT const char *Simple();
+
+// A shader that simply passes through attribute a_position, setting it to gl_Position and varying
+// v_position.
+ANGLE_UTIL_EXPORT const char *Passthrough();
+
+}  // namespace vs
+
+namespace fs
+{
+
+// A shader that fills with 100% opaque red.
+ANGLE_UTIL_EXPORT const char *Red();
+
+// A shader that fills with 100% opaque green.
+ANGLE_UTIL_EXPORT const char *Green();
+
+// A shader that fills with 100% opaque blue.
+ANGLE_UTIL_EXPORT const char *Blue();
+
+}  // namespace fs
+}  // namespace essl3_shaders
+
+namespace essl31_shaders
+{
+
+ANGLE_UTIL_EXPORT const char *PositionAttrib();
+
+namespace vs
+{
+
+// A shader that sets gl_Position to zero.
+ANGLE_UTIL_EXPORT const char *Zero();
+
+// A shader that sets gl_Position to attribute a_position.
+ANGLE_UTIL_EXPORT const char *Simple();
+
+// A shader that simply passes through attribute a_position, setting it to gl_Position and varying
+// v_position.
+ANGLE_UTIL_EXPORT const char *Passthrough();
+
+}  // namespace vs
+
+namespace fs
+{
+
+// A shader that fills with 100% opaque red.
+ANGLE_UTIL_EXPORT const char *Red();
+
+}  // namespace fs
+}  // namespace essl31_shaders
+}  // namespace angle
+
+#endif  // SAMPLE_UTIL_SHADER_UTILS_H