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/glsl/GrGLSLProgramBuilder.cpp b/src/gpu/glsl/GrGLSLProgramBuilder.cpp
index fba5b3d..afc964c 100644
--- a/src/gpu/glsl/GrGLSLProgramBuilder.cpp
+++ b/src/gpu/glsl/GrGLSLProgramBuilder.cpp
@@ -79,7 +79,7 @@
         rtAdjustVisibility = kVertex_GrShaderFlag;
     }
     fUniformHandles.fRTAdjustmentUni = this->uniformHandler()->addUniform(
-            rtAdjustVisibility, kFloat4_GrSLType, SkSL::Compiler::RTADJUST_NAME);
+            nullptr, rtAdjustVisibility, kFloat4_GrSLType, SkSL::Compiler::RTADJUST_NAME);
     const char* rtAdjustName =
         this->uniformHandler()->getUniformCStr(fUniformHandles.fRTAdjustmentUni);
 
@@ -335,16 +335,16 @@
     SkASSERT(!fUniformHandles.fRTWidthUni.isValid());
     GrGLSLUniformHandler* uniformHandler = this->uniformHandler();
     fUniformHandles.fRTWidthUni =
-            uniformHandler->internalAddUniformArray(kFragment_GrShaderFlag, kHalf_GrSLType, name,
-                                                    false, 0, nullptr);
+            uniformHandler->internalAddUniformArray(nullptr, kFragment_GrShaderFlag, kHalf_GrSLType,
+                                                    name, false, 0, nullptr);
 }
 
 void GrGLSLProgramBuilder::addRTHeightUniform(const char* name) {
     SkASSERT(!fUniformHandles.fRTHeightUni.isValid());
     GrGLSLUniformHandler* uniformHandler = this->uniformHandler();
     fUniformHandles.fRTHeightUni =
-            uniformHandler->internalAddUniformArray(kFragment_GrShaderFlag, kHalf_GrSLType, name,
-                                                    false, 0, nullptr);
+            uniformHandler->internalAddUniformArray(nullptr, kFragment_GrShaderFlag, kHalf_GrSLType,
+                                                    name, false, 0, nullptr);
 }
 
 void GrGLSLProgramBuilder::finalizeShaders() {