ccpr: Avoid inline array definitions

MoltenVK currently has an issue translating these to MSL:

https://github.com/KhronosGroup/SPIRV-Cross/issues/558

Bug: skia:
Change-Id: Id210780672f8ec3920f8087bd60a9108e8fb0256
Reviewed-on: https://skia-review.googlesource.com/124525
Commit-Queue: Chris Dalton <csmartdalton@google.com>
Reviewed-by: Ethan Nicholas <ethannicholas@google.com>
diff --git a/src/gpu/ccpr/GrCCQuadraticShader.cpp b/src/gpu/ccpr/GrCCQuadraticShader.cpp
index 00e16ce..bd79be3 100644
--- a/src/gpu/ccpr/GrCCQuadraticShader.cpp
+++ b/src/gpu/ccpr/GrCCQuadraticShader.cpp
@@ -28,11 +28,11 @@
         // Clip the bezier triangle by the tangent line at maximum height. Quadratics have the nice
         // property that maximum height always occurs at T=.5. This is a simple application for
         // De Casteljau's algorithm.
-        s->codeAppendf("float2 quadratic_hull[4] = float2[4](%s[0], "
-                                                            "(%s[0] + %s[1]) * .5, "
-                                                            "(%s[1] + %s[2]) * .5, "
-                                                            "%s[2]);",
-                                                            pts, pts, pts, pts, pts, pts);
+        s->codeAppend ("float2 quadratic_hull[4];");
+        s->codeAppendf("quadratic_hull[0] = %s[0];", pts);
+        s->codeAppendf("quadratic_hull[1] = (%s[0] + %s[1]) * .5;", pts, pts);
+        s->codeAppendf("quadratic_hull[2] = (%s[1] + %s[2]) * .5;", pts, pts);
+        s->codeAppendf("quadratic_hull[3] = %s[2];", pts);
         *outHull4 = "quadratic_hull";
     }
 }