Reland "Don't key progams/pipelines on origin.""

Reland works around Adreno issue with this formulation of sk_Clockwise:
 (sk_RTFlip.y < 0.0 ? !gl_FrontFacing : gl_FrontFacing)

and instead adds this to the top of the function:
 bool sk_Clockwise = gl_FrontFacing;
 if (sk_RTFlip.y < 0.0) {
      sk_Clockwise = !sk_Clockwise;
 }

Original description:

SkSL language features that are origin sensitive now use a uniform
to conditionally flip their result rather than generating different
code.

Previously we would insert a "rt height" uniform if sk_FragCoord needed
to be flipped. sk_FragCoord,y was implemented as "realFragCoord.y" or
"rtHeight - realFragCoord.y" depending on SkSL::ProgramSettings::fFlipY.

Now we instead use a two component vector rtFlip and sk_FragCoord.y is
always "rtFlip.x + rtFlip.y*realFragCoord.y". We configure rtFlip as
either (0, 1) or (rtHeight, -1). sk_Clockwise and dFdy simiarly use
rtFlip.y to emit code that always works with either origin.

Bug: skia:12037
Change-Id: I3a2ad6f5667eb4dcd823b939abd5698f89b58929
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/425178
Reviewed-by: Ethan Nicholas <ethannicholas@google.com>
Commit-Queue: Brian Salomon <bsalomon@google.com>
diff --git a/src/sksl/SkSLProgramSettings.h b/src/sksl/SkSLProgramSettings.h
index ddd9e10..e477dfb 100644
--- a/src/sksl/SkSLProgramSettings.h
+++ b/src/sksl/SkSLProgramSettings.h
@@ -21,9 +21,6 @@
  * Holds the compiler settings for a program.
  */
 struct ProgramSettings {
-    // if false, sk_FragCoord is exactly the same as gl_FragCoord. If true, the y coordinate
-    // must be flipped.
-    bool fFlipY = false;
     // If true the destination fragment color is read sk_FragColor. It must be declared inout.
     bool fFragColorIsInOut = false;
     // if true, Setting objects (e.g. sk_Caps.fbFetchSupport) should be replaced with their
@@ -33,13 +30,13 @@
     bool fForceHighPrecision = false;
     // if true, add -0.5 bias to LOD of all texture lookups
     bool fSharpenTextures = false;
-    // if the program needs to create an RTHeight uniform, this is its offset in the uniform
+    // if the program needs to create an RTFlip uniform, this is its offset in the uniform
     // buffer
-    int fRTHeightOffset = -1;
-    // if the program needs to create an RTHeight uniform and is creating spriv, this is the
+    int fRTFlipOffset = -1;
+    // if the program needs to create an RTFlip uniform and is creating spriv, this is the
     // binding and set number of the uniform buffer.
-    int fRTHeightBinding = -1;
-    int fRTHeightSet = -1;
+    int fRTFlipBinding = -1;
+    int fRTFlipSet = -1;
     // If layout(set=S, binding=B) is not specified for a uniform, these values will be used.
     // At present, zero is always used by our backends.
     int fDefaultUniformSet = 0;
@@ -75,6 +72,8 @@
     bool fDSLMangling = true;
     // If true, the DSL should automatically mark variables declared upon creation.
     bool fDSLMarkVarsDeclared = false;
+    // If true, the DSL should install a memory pool when possible.
+    bool fDSLUseMemoryPool = true;
     // External functions available for use in runtime effects. These values are registered in the
     // symbol table of the Program, but ownership is *not* transferred. It is up to the caller to
     // keep them alive.