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Separate SL VM from shader instance

CompiledShader is already quite bloated and it doesn't even provide 10% of what 
the spec requests...

1. Create a ShaderCompiler class which maps mnemonics to bytecode and output a 
CompiledShader
2. Create a ShaderVM class which only knows how to execute SL code in a given 
context
3. Create a ShaderContext to hold an instance of runtime variables, along with 
a pointer to the actual bytecode of the shader contained in a CompiledShader

Original issue reported on code.google.com by [email protected] on 20 Apr 2011 at 3:38

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