Revert "Add ability to specify different GP textures for each mesh in a draw."

This reverts commit d1b8a166db27ffb8e550c4e853afbd67025948bf.

Reason for revert: breaks android apps, by drawing overlapping content out of painters order.

Original change's description:
> Add ability to specify different GP textures for each mesh in a draw.
> 
> Uses GrPipeline::DynamicStateArrays to allow per-mesh GP textures when
> drawing an array of GrMeshes.
> 
> Uses this along with op-chaining to make drawing multiple TextureOps
> with different textures faster.
> 
> Change-Id: Iec4da1b72a13d0e0c94c8a8568fe4221c539dfcf
> Reviewed-on: https://skia-review.googlesource.com/145960
> Commit-Queue: Brian Salomon <bsalomon@google.com>
> Reviewed-by: Brian Osman <brianosman@google.com>

TBR=bsalomon@google.com,robertphillips@google.com,brianosman@google.com

# Not skipping CQ checks because original CL landed > 1 day ago.

Change-Id: I5c686b85adb378ba7faf34576efce74aebd348f7
Reviewed-on: https://skia-review.googlesource.com/147260
Reviewed-by: Derek Sollenberger <djsollen@google.com>
Reviewed-by: Brian Osman <brianosman@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
diff --git a/src/gpu/gl/GrGLProgram.cpp b/src/gpu/gl/GrGLProgram.cpp
index 102dc4a..9e90642 100644
--- a/src/gpu/gl/GrGLProgram.cpp
+++ b/src/gpu/gl/GrGLProgram.cpp
@@ -75,6 +75,7 @@
 void GrGLProgram::updateUniformsAndTextureBindings(const GrPrimitiveProcessor& primProc,
                                                    const GrPipeline& pipeline,
                                                    const GrTextureProxy* const primProcTextures[]) {
+    SkASSERT(primProcTextures || !primProc.numTextureSamplers());
     this->setRenderTargetState(primProc, pipeline.proxy());
 
     // we set the textures, and uniforms for installed processors in a generic way, but subclasses
@@ -83,12 +84,13 @@
     // We must bind to texture units in the same order in which we set the uniforms in
     // GrGLProgramDataManager. That is, we bind textures for processors in this order:
     // primProc, fragProcs, XP.
+    int nextTexSamplerIdx = 0;
     fPrimitiveProcessor->setData(fProgramDataManager, primProc,
                                  GrFragmentProcessor::CoordTransformIter(pipeline));
-    if (primProcTextures) {
-        this->updatePrimitiveProcessorTextureBindings(primProc, primProcTextures);
+    for (int i = 0; i < primProc.numTextureSamplers(); ++i) {
+        auto* tex = static_cast<GrGLTexture*>(primProcTextures[i]->peekTexture());
+        fGpu->bindTexture(nextTexSamplerIdx++, primProc.textureSampler(i).samplerState(), tex);
     }
-    int nextTexSamplerIdx = primProc.numTextureSamplers();
 
     this->setFragmentData(pipeline, &nextTexSamplerIdx);
 
@@ -104,14 +106,6 @@
     SkASSERT(nextTexSamplerIdx == fNumTextureSamplers);
 }
 
-void GrGLProgram::updatePrimitiveProcessorTextureBindings(const GrPrimitiveProcessor& primProc,
-                                                          const GrTextureProxy* const proxies[]) {
-    for (int i = 0; i < primProc.numTextureSamplers(); ++i) {
-        auto* tex = static_cast<GrGLTexture*>(proxies[i]->peekTexture());
-        fGpu->bindTexture(i, primProc.textureSampler(i).samplerState(), tex);
-    }
-}
-
 void GrGLProgram::setFragmentData(const GrPipeline& pipeline, int* nextTexSamplerIdx) {
     GrFragmentProcessor::Iter iter(pipeline);
     GrGLSLFragmentProcessor::Iter glslIter(fFragmentProcessors.get(), fFragmentProcessorCnt);