Tracking uniform ownership

This is a prerequisite change for the upcoming sample(child, matrix)
function. By itself, this CL doesn't really change anything; it just
adds an ownership tracking feature which sample(child, matrix) depends
on.

Change-Id: I98b12e5fb062a2535af367931e7a932ea9c63a59
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/281337
Reviewed-by: Brian Salomon <bsalomon@google.com>
Commit-Queue: Ethan Nicholas <ethannicholas@google.com>
diff --git a/src/gpu/effects/generated/GrMagnifierEffect.cpp b/src/gpu/effects/generated/GrMagnifierEffect.cpp
index f1baa05..2e3c201 100644
--- a/src/gpu/effects/generated/GrMagnifierEffect.cpp
+++ b/src/gpu/effects/generated/GrMagnifierEffect.cpp
@@ -36,17 +36,17 @@
         auto yInvInset = _outer.yInvInset;
         (void)yInvInset;
         boundsUniformVar = args.fUniformHandler->addUniform(
-                kFragment_GrShaderFlag, kFloat4_GrSLType, "boundsUniform");
+                &_outer, kFragment_GrShaderFlag, kFloat4_GrSLType, "boundsUniform");
         xInvZoomVar = args.fUniformHandler->addUniform(
-                kFragment_GrShaderFlag, kFloat_GrSLType, "xInvZoom");
+                &_outer, kFragment_GrShaderFlag, kFloat_GrSLType, "xInvZoom");
         yInvZoomVar = args.fUniformHandler->addUniform(
-                kFragment_GrShaderFlag, kFloat_GrSLType, "yInvZoom");
+                &_outer, kFragment_GrShaderFlag, kFloat_GrSLType, "yInvZoom");
         xInvInsetVar = args.fUniformHandler->addUniform(
-                kFragment_GrShaderFlag, kFloat_GrSLType, "xInvInset");
+                &_outer, kFragment_GrShaderFlag, kFloat_GrSLType, "xInvInset");
         yInvInsetVar = args.fUniformHandler->addUniform(
-                kFragment_GrShaderFlag, kFloat_GrSLType, "yInvInset");
-        offsetVar =
-                args.fUniformHandler->addUniform(kFragment_GrShaderFlag, kHalf2_GrSLType, "offset");
+                &_outer, kFragment_GrShaderFlag, kFloat_GrSLType, "yInvInset");
+        offsetVar = args.fUniformHandler->addUniform(
+                &_outer, kFragment_GrShaderFlag, kHalf2_GrSLType, "offset");
         SkString sk_TransformedCoords2D_0 =
                 fragBuilder->ensureCoords2D(args.fTransformedCoords[0].fVaryingPoint);
         fragBuilder->codeAppendf(