Put GrPrimitiveProcessor/GrGeometryProcessor before GrPipeline in param lists.

We were inconsistent about which order these were in. Having the processor first
will make the parameter order more logical for an upcoming change. Also, the primitive
processor comes logically before the pipeline.

Change-Id: I3968c5e4e6dff01f9c4ad311eb1795b3c7580ff5
Reviewed-on: https://skia-review.googlesource.com/137228
Reviewed-by: Greg Daniel <egdaniel@google.com>
Commit-Queue: Brian Salomon <bsalomon@google.com>
diff --git a/src/gpu/GrGpuCommandBuffer.h b/src/gpu/GrGpuCommandBuffer.h
index 6963d23..4fae620 100644
--- a/src/gpu/GrGpuCommandBuffer.h
+++ b/src/gpu/GrGpuCommandBuffer.h
@@ -97,8 +97,8 @@
     // GrMesh object and emit a draw for it. Each draw will use the same GrPipeline and
     // GrPrimitiveProcessor. This may fail if the draw would exceed any resource limits (e.g.
     // number of vertex attributes is too large).
-    bool draw(const GrPipeline&,
-              const GrPrimitiveProcessor&,
+    bool draw(const GrPrimitiveProcessor&,
+              const GrPipeline&,
               const GrMesh[],
               const GrPipeline::DynamicState[],
               int meshCount,
@@ -132,8 +132,8 @@
     virtual GrGpu* gpu() = 0;
 
     // overridden by backend-specific derived class to perform the draw call.
-    virtual void onDraw(const GrPipeline&,
-                        const GrPrimitiveProcessor&,
+    virtual void onDraw(const GrPrimitiveProcessor&,
+                        const GrPipeline&,
                         const GrMesh[],
                         const GrPipeline::DynamicState[],
                         int meshCount,