Fix caching of dirty uniforms on GrD3DPipelineState.

Change-Id: Ibf68103e8e47d3cd13b12a97da3b9131dbdbfd38
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/297857
Reviewed-by: Jim Van Verth <jvanverth@google.com>
Commit-Queue: Greg Daniel <egdaniel@google.com>
diff --git a/src/gpu/GrUniformDataManager.h b/src/gpu/GrUniformDataManager.h
index d36e69a..dc08bcf 100644
--- a/src/gpu/GrUniformDataManager.h
+++ b/src/gpu/GrUniformDataManager.h
@@ -49,6 +49,9 @@
         SK_ABORT("Only supported in NVPR, which is only available in GL");
     }
 
+    // For the uniform data to be dirty so that we will reupload on the next use.
+    void markDirty() { fUniformsDirty = true; }
+
 protected:
     struct Uniform {
         uint32_t fOffset;