Move ProgramImpl definitions into Processor subclass headers.

Move ProgramImpl function definitions into Processor subclass cpp files.

Delete separate h/cpp files.

Modify GrGLSLVaryingHandler::addPassThroughAttribute to break #include
cycle. It now takes a ShaderVar rather than a GP::Attribute, making
it slightly more flexible as the input can be any variable defined
in the vertex shader.

Bug: skia:11358
Change-Id: I94ee8cd44d29e194216592ecae5fd28de785c975
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/438596
Reviewed-by: Michael Ludwig <michaelludwig@google.com>
Commit-Queue: Brian Salomon <bsalomon@google.com>
diff --git a/src/gpu/GrDefaultGeoProcFactory.cpp b/src/gpu/GrDefaultGeoProcFactory.cpp
index 587814a..27c0965 100644
--- a/src/gpu/GrDefaultGeoProcFactory.cpp
+++ b/src/gpu/GrDefaultGeoProcFactory.cpp
@@ -10,8 +10,8 @@
 #include "include/core/SkRefCnt.h"
 #include "src/core/SkArenaAlloc.h"
 #include "src/gpu/GrCaps.h"
+#include "src/gpu/GrGeometryProcessor.h"
 #include "src/gpu/glsl/GrGLSLFragmentShaderBuilder.h"
-#include "src/gpu/glsl/GrGLSLGeometryProcessor.h"
 #include "src/gpu/glsl/GrGLSLUniformHandler.h"
 #include "src/gpu/glsl/GrGLSLVarying.h"
 #include "src/gpu/glsl/GrGLSLVertexGeoBuilder.h"
@@ -163,7 +163,7 @@
             // Setup coverage as pass through
             if (gp.hasVertexCoverage() && !tweakAlpha) {
                 fragBuilder->codeAppendf("half alpha = 1.0;");
-                varyingHandler->addPassThroughAttribute(gp.fInCoverage, "alpha");
+                varyingHandler->addPassThroughAttribute(gp.fInCoverage.asShaderVar(), "alpha");
                 if (coverageNeedsSaturate) {
                     fragBuilder->codeAppendf("half4 %s = half4(saturate(alpha));",
                                              args.fOutputCoverage);