GLSL Varying Attributes

The OpenGL GLSL target will run a Halide Func on a screen filling quad inside the fragment shader of a GLSL program. This branch adds passes during lowering and GLSL codegen to identify linear expressions that may be pulled out of the fragment shader. These expressions are evaluated per-vertex, as varying attributes, and then interpolated across the image by the GPU. The branch also contains changes to pack scalar parameters into vec4 uniform and varying attributes.

The code in this branch will interact with the specialized_branched_loops branch, to support piecewise linear expressions.  It will also interact with the upcoming GPU runtime API refactoring.

PTAL
How is this file tested? There's a lot of logic here.

Unless I'm not seeing it, either add a test section at the bottom to test IR fragments (similar to Simplify.cpp), or add a standalone correctness test. If you do the latter, remember than any functions used by the standalone test must be marked EXPORT to work on Windows.