Always make atlas texture index varying a float

This improves perf on ANGLE D3D11 ES3. Will make conditional
if any other config regresses.

Also makes the varyings passed to append_index_uv_varyings be
purely output params.


Change-Id: I332940d9d55be854d3bba72286ca89840ab43d50
Bug: skia:10644
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/316226
Reviewed-by: Jim Van Verth <jvanverth@google.com>
Commit-Queue: Brian Salomon <bsalomon@google.com>
diff --git a/src/gpu/effects/GrBitmapTextGeoProc.cpp b/src/gpu/effects/GrBitmapTextGeoProc.cpp
index f960540..bfa90c0 100644
--- a/src/gpu/effects/GrBitmapTextGeoProc.cpp
+++ b/src/gpu/effects/GrBitmapTextGeoProc.cpp
@@ -39,9 +39,7 @@
         fAtlasDimensionsInvUniform = uniformHandler->addUniform(nullptr, kVertex_GrShaderFlag,
                 kFloat2_GrSLType, "AtlasSizeInv", &atlasDimensionsInvName);
 
-        GrGLSLVarying uv(kFloat2_GrSLType);
-        GrSLType texIdxType = args.fShaderCaps->integerSupport() ? kInt_GrSLType : kFloat_GrSLType;
-        GrGLSLVarying texIdx(texIdxType);
+        GrGLSLVarying uv, texIdx;
         append_index_uv_varyings(args, btgp.numTextureSamplers(), btgp.inTextureCoords().name(),
                                  atlasDimensionsInvName, &uv, &texIdx, nullptr);