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/gl/GrGLProgram.cpp b/src/gpu/gl/GrGLProgram.cpp
index fd2c4a3..fd11185 100644
--- a/src/gpu/gl/GrGLProgram.cpp
+++ b/src/gpu/gl/GrGLProgram.cpp
@@ -100,8 +100,9 @@
     fXferProcessor->setData(fProgramDataManager, xp, dstTexture, offset);
 }
 
-void GrGLProgram::bindTextures(const GrPrimitiveProcessor& primProc, const GrPipeline& pipeline,
-                               const GrSurfaceProxy* const primProcTextures[]) {
+void GrGLProgram::bindTextures(const GrPrimitiveProcessor& primProc,
+                               const GrSurfaceProxy* const primProcTextures[],
+                               const GrPipeline& pipeline) {
     for (int i = 0; i < primProc.numTextureSamplers(); ++i) {
         SkASSERT(primProcTextures[i]->asTextureProxy());
         auto* overrideTexture = static_cast<GrGLTexture*>(primProcTextures[i]->peekTexture());