Remove EGL header from SkANGLELContext.h

TBR=egdaniel@google.com

Review URL: https://codereview.chromium.org/947263002
diff --git a/include/gpu/gl/angle/SkANGLEGLContext.h b/include/gpu/gl/angle/SkANGLEGLContext.h
index 9070701..6705248 100644
--- a/include/gpu/gl/angle/SkANGLEGLContext.h
+++ b/include/gpu/gl/angle/SkANGLEGLContext.h
@@ -12,8 +12,6 @@
 
 #include "gl/SkGLContext.h"
 
-#include <EGL/egl.h>
-
 class SkANGLEGLContext : public SkGLContext {
 public:
     ~SkANGLEGLContext() SK_OVERRIDE;
@@ -32,15 +30,16 @@
         return ctx;
     }
 
-    static EGLDisplay GetD3DEGLDisplay(EGLNativeDisplayType nativeDisplay);
+    // The param is an EGLNativeDisplayType and the return is an EGLDispay.
+    static void* GetD3DEGLDisplay(void* nativeDisplay);
 
 private:
     SkANGLEGLContext();
     void destroyGLContext();
 
-    EGLContext fContext;
-    EGLDisplay fDisplay;
-    EGLSurface fSurface;
+    void* fContext;
+    void* fDisplay;
+    void* fSurface;
 };
 
 #endif
diff --git a/src/gpu/gl/angle/SkANGLEGLContext.cpp b/src/gpu/gl/angle/SkANGLEGLContext.cpp
index 9470bf0..cea2adf 100644
--- a/src/gpu/gl/angle/SkANGLEGLContext.cpp
+++ b/src/gpu/gl/angle/SkANGLEGLContext.cpp
@@ -8,12 +8,14 @@
 
 #include "gl/angle/SkANGLEGLContext.h"
 
+#include <EGL/egl.h>
+
 #define EGL_PLATFORM_ANGLE_ANGLE                0x3201
 #define EGL_PLATFORM_ANGLE_TYPE_ANGLE           0x3202
 #define EGL_PLATFORM_ANGLE_TYPE_D3D9_ANGLE      0x3206
 #define EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE     0x3207
 
-EGLDisplay SkANGLEGLContext::GetD3DEGLDisplay(EGLNativeDisplayType nativeDisplay) {
+void* SkANGLEGLContext::GetD3DEGLDisplay(void* nativeDisplay) {
 
     typedef EGLDisplay (*EGLGetPlatformDisplayEXT)(EGLenum platform,
                                                    void *native_display,
@@ -23,7 +25,7 @@
         (EGLGetPlatformDisplayEXT) eglGetProcAddress("eglGetPlatformDisplayEXT");
 
     if (!eglGetPlatformDisplayEXT) {
-        return eglGetDisplay(nativeDisplay);
+        return eglGetDisplay(static_cast<EGLNativeDisplayType>(nativeDisplay));
     }
 
     // Try for an ANGLE D3D11 context, fall back to D3D9.