Refactor beginRenderPass in vulkan.

This CL is mostly just moving code into shared functions and moving the
renderpass granularity adjustments into GrVkOpsRenderPass. Future
changes for resolve loading will take more use of these new shared
functions.

Bug: skia:10979
Change-Id: I19928b403ac7a71be0a9588bce81db40496d3bb0
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/344662
Commit-Queue: Greg Daniel <egdaniel@google.com>
Reviewed-by: Jim Van Verth <jvanverth@google.com>
diff --git a/src/gpu/vk/GrVkGpu.h b/src/gpu/vk/GrVkGpu.h
index 25d0013..2c33c19 100644
--- a/src/gpu/vk/GrVkGpu.h
+++ b/src/gpu/vk/GrVkGpu.h
@@ -171,8 +171,9 @@
 
     bool beginRenderPass(const GrVkRenderPass*,
                          const VkClearValue* colorClear,
-                         GrVkRenderTarget*, GrSurfaceOrigin,
-                         const SkIRect& bounds, bool forSecondaryCB);
+                         GrVkRenderTarget*,
+                         const SkIRect& renderPassBounds,
+                         bool forSecondaryCB);
     void endRenderPass(GrRenderTarget* target, GrSurfaceOrigin origin, const SkIRect& bounds);
 
     // Returns true if VkResult indicates success and also checks for device lost or OOM. Every