SkRuntimeShaderMaker -> SkRuntimeShaderFactory

This refactor makes it work like the runtime color filter, where inputs
can be updated without generating a new shader key every time.

Change-Id: Ic1762aebae96fd8b7a8a74fb200bc02ec08cc029
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/235798
Reviewed-by: Mike Reed <reed@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
diff --git a/gm/runtimeshader.cpp b/gm/runtimeshader.cpp
index 244de61..6234130 100644
--- a/gm/runtimeshader.cpp
+++ b/gm/runtimeshader.cpp
@@ -17,13 +17,11 @@
 #include "src/core/SkColorFilterPriv.h"
 #include "src/core/SkReadBuffer.h"
 #include "src/core/SkWriteBuffer.h"
+#include "src/shaders/SkRTShader.h"
 #include "tools/Resources.h"
 
 #include <stddef.h>
 
-extern sk_sp<SkShader> SkRuntimeShaderMaker(SkString sksl, sk_sp<SkData> inputs,
-                                            const SkMatrix* localMatrix, bool isOpaque);
-
 const char* gProg = R"(
     layout(ctype=SkRect) in uniform half4 gColor;
 
@@ -52,7 +50,7 @@
             fData = SkData::MakeUninitialized(sizeof(SkColor4f));
             SkColor4f* c = (SkColor4f*)fData->writable_data();
             *c = {1, 0, 0, 1};
-            gShader = SkRuntimeShaderMaker(SkString(gProg), fData, &localM, true);
+            gShader = SkRuntimeShaderFactory(SkString(gProg), true).make(fData, &localM);
         }
     }