Pass function arguments using SkSpan instead of count + ptr.

There's no functional change here; it's just using a slightly higher-
level abstraction to pass the same payload.

Change-Id: Ife7efa038db5d6dbde5decae2be79ad9db877aba
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/329782
Commit-Queue: John Stiles <johnstiles@google.com>
Auto-Submit: John Stiles <johnstiles@google.com>
Reviewed-by: Brian Osman <brianosman@google.com>
diff --git a/src/gpu/glsl/GrGLSLFragmentShaderBuilder.cpp b/src/gpu/glsl/GrGLSLFragmentShaderBuilder.cpp
index fb6f20c..a0f032a 100644
--- a/src/gpu/glsl/GrGLSLFragmentShaderBuilder.cpp
+++ b/src/gpu/glsl/GrGLSLFragmentShaderBuilder.cpp
@@ -154,7 +154,7 @@
     // second actual argument for _coords.
     // FIXME: An alternative would be to have all FP functions have a float2 argument, and the
     // parent FP invokes it with the varying reference when it's been lifted to the vertex shader.
-    int paramCount = 2;
+    size_t paramCount = 2;
     GrShaderVar params[] = { GrShaderVar(args.fInputColor, kHalf4_GrSLType),
                              GrShaderVar(args.fSampleCoord, kFloat2_GrSLType) };
 
@@ -198,7 +198,7 @@
     }
 
     SkString funcName = this->getMangledFunctionName(args.fFp.name());
-    this->emitFunction(kHalf4_GrSLType, funcName.c_str(), paramCount, params,
+    this->emitFunction(kHalf4_GrSLType, funcName.c_str(), {params, paramCount},
                        this->code().c_str(), args.fForceInline);
     this->deleteStage();
     this->onAfterChildProcEmitCode();