Fix parsing GLSL loop conditions that declare a variable Now the variable declaration is included in the AST, so that the loop body may refer to the variable. The variable declaration is placed in a block that wraps the loop. This way we can still only have TIntermTyped loop conditions in the AST, which keeps the code dealing with loops fairly simple and type safe. This change includes reversing the return value of executeInitializer, so that it returns true on success and false on error. This is more in line with other ParseContext member functions. BUG=angleproject:2073 TEST=angle_end2end_tests Change-Id: I5c4ecbf1b438d3fff6d6237c0dcf191e2a19664c Reviewed-on: https://chromium-review.googlesource.com/539639 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>