Change the argument ordering for GrOpsRenderPass::bindTextures

Places the primProc textures immediately after the primProc. This is
the more intuitive place for them and helps show that the pipeline is
there for FPs (not the primProc).

Change-Id: I87cb5715dc5652306713c4d8dced6200a2604b5d
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/275313
Commit-Queue: Chris Dalton <csmartdalton@google.com>
Reviewed-by: Robert Phillips <robertphillips@google.com>
diff --git a/src/gpu/GrOpsRenderPass.h b/src/gpu/GrOpsRenderPass.h
index 3804a8a..c6d8c1c 100644
--- a/src/gpu/GrOpsRenderPass.h
+++ b/src/gpu/GrOpsRenderPass.h
@@ -60,16 +60,17 @@
     // pipeline.
     void setScissorRect(const SkIRect&);
 
-    // Texture bindings are dynamic state and therefore not set during bindPipeline(). If the
-    // current program uses textures, then the client must call bindTextures() before drawing.
-    // The primitive processor textures may also be updated between draws by calling bindTextures()
-    // again with a different array for primProcTextures. (On subsequent calls, if the backend is
-    // capable of updating the primitive processor textures independently, then it will
-    // automatically skip binding textures from GrPipeline.)
+    // Binds textures for the primitive processor and any FP on the GrPipeline. Texture bindings are
+    // dynamic state and therefore not set during bindPipeline(). If the current program uses
+    // textures, then the client must call bindTextures() before drawing. The primitive processor
+    // textures may also be updated between draws by calling bindTextures() again with a different
+    // array for primProcTextures. (On subsequent calls, if the backend is capable of updating the
+    // primitive processor textures independently, then it will automatically skip re-binding
+    // FP textures from GrPipeline.)
     //
     // If the current program does not use textures, this is a no-op.
-    void bindTextures(const GrPrimitiveProcessor&, const GrPipeline&,
-                      const GrSurfaceProxy* const primProcTextures[]);
+    void bindTextures(const GrPrimitiveProcessor&, const GrSurfaceProxy* const primProcTextures[],
+                      const GrPipeline&);
 
     void bindBuffers(const GrBuffer* indexBuffer, const GrBuffer* instanceBuffer,
                      const GrBuffer* vertexBuffer, GrPrimitiveRestart = GrPrimitiveRestart::kNo);
@@ -136,8 +137,9 @@
     // overridden by backend-specific derived class to perform the rendering command.
     virtual bool onBindPipeline(const GrProgramInfo&, const SkRect& drawBounds) = 0;
     virtual void onSetScissorRect(const SkIRect&) = 0;
-    virtual bool onBindTextures(const GrPrimitiveProcessor&, const GrPipeline&,
-                                const GrSurfaceProxy* const primProcTextures[]) = 0;
+    virtual bool onBindTextures(const GrPrimitiveProcessor&,
+                                const GrSurfaceProxy* const primProcTextures[],
+                                const GrPipeline&) = 0;
     virtual void onBindBuffers(const GrBuffer* indexBuffer, const GrBuffer* instanceBuffer,
                                const GrBuffer* vertexBuffer, GrPrimitiveRestart) = 0;
     virtual void onDraw(int vertexCount, int baseVertex) = 0;