SpirvShader: Make value names more consistent

Rename Object::Kind::Value to Object::Kind::Intermediate.
Rename SpirvRoutine::Value to SpirvRoutine::Variable.

Change-Id: I1dba30687cbf979d80b0deeca7a96e64a88c94db
Reviewed-on: https://swiftshader-review.googlesource.com/c/SwiftShader/+/28393
Presubmit-Ready: Ben Clayton <bclayton@google.com>
Kokoro-Presubmit: kokoro <noreply+kokoro@google.com>
Tested-by: Ben Clayton <bclayton@google.com>
Reviewed-by: Nicolas Capens <nicolascapens@google.com>
diff --git a/src/Pipeline/VertexProgram.cpp b/src/Pipeline/VertexProgram.cpp
index a11c80b..f5ea229 100644
--- a/src/Pipeline/VertexProgram.cpp
+++ b/src/Pipeline/VertexProgram.cpp
@@ -42,7 +42,7 @@
 		{
 			// TODO: we could do better here; we know InstanceIndex is uniform across all lanes
 			assert(it->second.SizeInComponents == 1);
-			routine.getValue(it->second.Id)[it->second.FirstComponent] =
+			routine.getVariable(it->second.Id)[it->second.FirstComponent] =
 					As<Float4>(Int4((*Pointer<Int>(data + OFFSET(DrawData, instanceID)))));
 		}
 
@@ -65,7 +65,7 @@
 		if (it != spirvShader->inputBuiltins.end())
 		{
 			assert(it->second.SizeInComponents == 1);
-			routine.getValue(it->second.Id)[it->second.FirstComponent] =
+			routine.getVariable(it->second.Id)[it->second.FirstComponent] =
 					As<Float4>(Int4(index) + Int4(0, 1, 2, 3));
 		}