Separate quad UV calculation from bloat_quad

For GPU hairlines move UV calculation on vertices for quads to its
own function outside of bloat_quad. This is done since conics share
the bloat quad function and don't need to do this calcuation.

BUG=
R=bsalomon@google.com

Review URL: https://codereview.chromium.org/22043006

git-svn-id: http://skia.googlecode.com/svn/trunk@10547 2bbb7eff-a529-9590-31e7-b0007b416f81
diff --git a/src/gpu/GrAAHairLinePathRenderer.cpp b/src/gpu/GrAAHairLinePathRenderer.cpp
index ecd9389..c1f951a 100644
--- a/src/gpu/GrAAHairLinePathRenderer.cpp
+++ b/src/gpu/GrAAHairLinePathRenderer.cpp
@@ -472,6 +472,12 @@
     result->fY = SkScalarMul(result->fY, wInv);
 }
 
+void set_uv_quad(const SkPoint qpts[3], Vertex verts[kVertsPerQuad]) {
+    // this should be in the src space, not dev coords, when we have perspective
+    GrPathUtils::QuadUVMatrix DevToUV(qpts);
+    DevToUV.apply<kVertsPerQuad, sizeof(Vertex), sizeof(GrPoint)>(verts);
+}
+
 void bloat_quad(const SkPoint qpts[3], const SkMatrix* toDevice,
                 const SkMatrix* toSrc, Vertex verts[kVertsPerQuad],
                 SkRect* devBounds) {
@@ -481,9 +487,6 @@
     SkPoint b = qpts[1];
     SkPoint c = qpts[2];
 
-    // this should be in the src space, not dev coords, when we have perspective
-    GrPathUtils::QuadUVMatrix DevToUV(qpts);
-
     if (toDevice) {
         toDevice->mapPoints(&a, 1);
         toDevice->mapPoints(&b, 1);
@@ -549,7 +552,6 @@
     if (toSrc) {
         toSrc->mapPointsWithStride(&verts[0].fPos, sizeof(Vertex), kVertsPerQuad);
     }
-    DevToUV.apply<kVertsPerQuad, sizeof(Vertex), sizeof(GrPoint)>(verts);
 }
 
 // Input:
@@ -641,6 +643,7 @@
         add_quads(newP + 2, subdiv-1, toDevice, toSrc, vert, devBounds);
     } else {
         bloat_quad(p, toDevice, toSrc, *vert, devBounds);
+        set_uv_quad(p, *vert);
         *vert += kVertsPerQuad;
     }
 }