fix for uniform view matrix being uploaded but not used

As discussed, I'll follow this up by removing localmatrix/uniform view matrix from the base classe

BUG=skia:

Review URL: https://codereview.chromium.org/920933002
diff --git a/src/gpu/gl/GrGLGeometryProcessor.cpp b/src/gpu/gl/GrGLGeometryProcessor.cpp
index a8d020a..79bcb4c 100644
--- a/src/gpu/gl/GrGLGeometryProcessor.cpp
+++ b/src/gpu/gl/GrGLGeometryProcessor.cpp
@@ -106,24 +106,26 @@
     }
 }
 
-void GrGLGeometryProcessor::SetupPosition(GrGLVertexBuilder* vsBuilder,
+void GrGLGeometryProcessor::setupPosition(GrGLGPBuilder* pb,
                                           GrGPArgs* gpArgs,
                                           const char* posName,
-                                          const SkMatrix& mat,
-                                          const char* matName) {
+                                          const SkMatrix& mat) {
+    GrGLVertexBuilder* vsBuilder = pb->getVertexShaderBuilder();
     if (mat.isIdentity()) {
         gpArgs->fPositionVar.set(kVec2f_GrSLType, "pos2");
 
         vsBuilder->codeAppendf("vec2 %s = %s;", gpArgs->fPositionVar.c_str(), posName);
     } else if (!mat.hasPerspective()) {
+        this->addUniformViewMatrix(pb);
         gpArgs->fPositionVar.set(kVec2f_GrSLType, "pos2");
 
         vsBuilder->codeAppendf("vec2 %s = vec2(%s * vec3(%s, 1));",
-                               gpArgs->fPositionVar.c_str(), matName, posName);
+                               gpArgs->fPositionVar.c_str(), this->uViewM(), posName);
     } else {
+        this->addUniformViewMatrix(pb);
         gpArgs->fPositionVar.set(kVec3f_GrSLType, "pos3");
 
         vsBuilder->codeAppendf("vec3 %s = %s * vec3(%s, 1);",
-                               gpArgs->fPositionVar.c_str(), matName, posName);
+                               gpArgs->fPositionVar.c_str(), this->uViewM(), posName);
     }
 }