with no more offline codegen, seed_shader can be normal

We passed this iota array as an argument before because it was
generating awkward code for our object file parser to handle
(relocations, other weird things, can't quite remember).

Now that we're compiling pipeline code normally, we can make seed_shader
a normal stage again, with no special iota ctx pointer needed.

Change-Id: I3929d61bfb6f914248f360c2c2326ce3d1f23163
Reviewed-on: https://skia-review.googlesource.com/113667
Reviewed-by: Herb Derby <herb@google.com>
Commit-Queue: Mike Klein <mtklein@chromium.org>
diff --git a/src/opts/SkRasterPipeline_opts.h b/src/opts/SkRasterPipeline_opts.h
index edc5073..56c8fa1 100644
--- a/src/opts/SkRasterPipeline_opts.h
+++ b/src/opts/SkRasterPipeline_opts.h
@@ -914,7 +914,11 @@
 
 // Now finally, normal Stages!
 
-STAGE(seed_shader, const float* iota) {
+STAGE(seed_shader, Ctx::None) {
+    static const float iota[] = {
+        0.5f, 1.5f, 2.5f, 3.5f, 4.5f, 5.5f, 6.5f, 7.5f,
+        8.5f, 9.5f,10.5f,11.5f,12.5f,13.5f,14.5f,15.5f,
+    };
     // It's important for speed to explicitly cast(dx) and cast(dy),
     // which has the effect of splatting them to vectors before converting to floats.
     // On Intel this breaks a data dependency on previous loop iterations' registers.
@@ -2591,7 +2595,11 @@
 
 // ~~~~~~ Basic / misc. stages ~~~~~~ //
 
-STAGE_GG(seed_shader, const float* iota) {
+STAGE_GG(seed_shader, Ctx::None) {
+    static const float iota[] = {
+        0.5f, 1.5f, 2.5f, 3.5f, 4.5f, 5.5f, 6.5f, 7.5f,
+        8.5f, 9.5f,10.5f,11.5f,12.5f,13.5f,14.5f,15.5f,
+    };
     x = cast<F>(I32(dx)) + unaligned_load<F>(iota);
     y = cast<F>(I32(dy)) + 0.5f;
 }