Revert of Refactor how we store and use samplers in Ganesh (patchset #7 id:120001 of https://codereview.chromium.org/1885863004/ )

Reason for revert:
breaking bots

Original issue's description:
> Refactor how we store and use samplers in Ganesh
>
> The main goal of this refactorization is to allow Vulkan to use separate
> sampler and texture objects in the shader and descriptor sets and combine
> them into a sampler2d in the shader where needed.
>
> A large part of this is separating how we store samplers and uniforms in the
> UniformHandler. We no longer need to store handles to samplers besides when
> we are initially emitting code. After we emit code all we ever do is loop over
> all samplers and do some processor independent work on them, so we have no need
> for direct access to individual samplers.
>
> In the GLProgram all we ever do is set the sampler uniforms in the ctor and never
> touch them again, so no need to save sampler info there. The texture access on
> program reuse just assume that they come in the same order as we set the texture
> units for the samplers
>
> For Vulkan, it is a similar story. We create the descriptor set layouts with the samplers,
> then when we get new textures, we just assume they come in in the same order as we
> set the samplers on the descriptor sets. Thus no need to save direct vulkan info.
>
> BUG=skia:
> GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1885863004
>
> Committed: https://skia.googlesource.com/skia/+/45b61a1c4c0be896e7b12fd1405abfece799114f

TBR=bsalomon@google.com,jvanverth@google.com,cdalton@nvidia.com
# Skipping CQ checks because original CL landed less than 1 days ago.
NOPRESUBMIT=true
NOTREECHECKS=true
NOTRY=true
BUG=skia:

Review URL: https://codereview.chromium.org/1896013003
diff --git a/src/gpu/gl/GrGLProgram.cpp b/src/gpu/gl/GrGLProgram.cpp
index c270858..6a433e1 100644
--- a/src/gpu/gl/GrGLProgram.cpp
+++ b/src/gpu/gl/GrGLProgram.cpp
@@ -31,11 +31,11 @@
                          const BuiltinUniformHandles& builtinUniforms,
                          GrGLuint programID,
                          const UniformInfoArray& uniforms,
-                         const SkTArray<GrGLSampler>& samplers,
                          const VaryingInfoArray& pathProcVaryings,
                          GrGLSLPrimitiveProcessor* geometryProcessor,
                          GrGLSLXferProcessor* xferProcessor,
-                         const GrGLSLFragProcs& fragmentProcessors)
+                         const GrGLSLFragProcs& fragmentProcessors,
+                         SkTArray<UniformHandle>* passSamplerUniforms)
     : fBuiltinUniformHandles(builtinUniforms)
     , fProgramID(programID)
     , fGeometryProcessor(geometryProcessor)
@@ -44,9 +44,12 @@
     , fDesc(desc)
     , fGpu(gpu)
     , fProgramDataManager(gpu, programID, uniforms, pathProcVaryings) {
+    fSamplerUniforms.swap(passSamplerUniforms);
     // Assign texture units to sampler uniforms one time up front.
     GL_CALL(UseProgram(fProgramID));
-    fProgramDataManager.setSamplers(samplers);
+    for (int i = 0; i < fSamplerUniforms.count(); i++) {
+        fProgramDataManager.setSampler(fSamplerUniforms[i], i);
+    }
 }
 
 GrGLProgram::~GrGLProgram() {