Refactor how we store and use samplers in Ganesh

The main goal of this refactorization is to allow Vulkan to use separate
sampler and texture objects in the shader and descriptor sets and combine
them into a sampler2d in the shader where needed.

A large part of this is separating how we store samplers and uniforms in the
UniformHandler. We no longer need to store handles to samplers besides when
we are initially emitting code. After we emit code all we ever do is loop over
all samplers and do some processor independent work on them, so we have no need
for direct access to individual samplers.

In the GLProgram all we ever do is set the sampler uniforms in the ctor and never
touch them again, so no need to save sampler info there. The texture access on
program reuse just assume that they come in the same order as we set the texture
units for the samplers

For Vulkan, it is a similar story. We create the descriptor set layouts with the samplers,
then when we get new textures, we just assume they come in in the same order as we
set the samplers on the descriptor sets. Thus no need to save direct vulkan info.

BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1885863004

Committed: https://skia.googlesource.com/skia/+/45b61a1c4c0be896e7b12fd1405abfece799114f

Review URL: https://codereview.chromium.org/1885863004
diff --git a/src/gpu/gl/GrGLSampler.h b/src/gpu/gl/GrGLSampler.h
new file mode 100644
index 0000000..e270f5d
--- /dev/null
+++ b/src/gpu/gl/GrGLSampler.h
@@ -0,0 +1,45 @@
+/*
+* Copyright 2016 Google Inc.
+*
+* Use of this source code is governed by a BSD-style license that can be
+* found in the LICENSE file.
+*/
+
+#ifndef GrGLSampler_DEFINED
+#define GrGLSampler_DEFINED
+
+#include "glsl/GrGLSLSampler.h"
+
+#include "gl/GrGLTypes.h"
+#include "glsl/GrGLSLShaderVar.h"
+
+class GrGLSampler : public GrGLSLSampler {
+public:
+    GrGLSampler(uint32_t visibility,
+                GrPixelConfig config,
+                GrSLType type,
+                GrSLPrecision precision,
+                const char* name) : INHERITED(visibility, config) {
+        SkASSERT(GrSLTypeIsSamplerType(type));
+        fShaderVar.setType(type);
+        fShaderVar.setTypeModifier(GrGLSLShaderVar::kUniform_TypeModifier);
+        fShaderVar.setPrecision(precision);
+        fShaderVar.accessName()->set(name);
+    }
+
+    GrGLint location() const { return fLocation; }
+    GrSLType type() const override { return fShaderVar.getType(); }
+
+    const char* onGetSamplerNameForTexture2D() const override { return fShaderVar.c_str(); }
+    const char* getSamplerNameForTexelFetch() const override { return fShaderVar.c_str(); }
+
+private:
+    GrGLSLShaderVar fShaderVar;
+    GrGLint         fLocation;
+
+    friend class GrGLUniformHandler;
+
+    typedef GrGLSLSampler INHERITED;
+};
+
+#endif