Change old PRG to be SkLCGRandom; change new one to SkRandom

The goal here is to get people to start using the new random number
generator, while leaving the old one in place so we don't have to 
rebaseline GMs.

R=reed@google.com, bsalomon@google.com

Author: jvanverth@google.com

Review URL: https://chromiumcodereview.appspot.com/23576015

git-svn-id: http://skia.googlecode.com/svn/trunk@11169 2bbb7eff-a529-9590-31e7-b0007b416f81
diff --git a/tests/DrawBitmapRectTest.cpp b/tests/DrawBitmapRectTest.cpp
index 0538a12..bdfa755 100644
--- a/tests/DrawBitmapRectTest.cpp
+++ b/tests/DrawBitmapRectTest.cpp
@@ -12,7 +12,7 @@
 #include "SkRandom.h"
 #include "SkMatrixUtils.h"
 
-static void rand_matrix(SkMatrix* mat, SkMWCRandom& rand, unsigned mask) {
+static void rand_matrix(SkMatrix* mat, SkRandom& rand, unsigned mask) {
     mat->setIdentity();
     if (mask & SkMatrix::kTranslate_Mask) {
         mat->postTranslate(rand.nextSScalar1(), rand.nextSScalar1());
@@ -29,7 +29,7 @@
     }
 }
 
-static void rand_size(SkISize* size, SkMWCRandom& rand) {
+static void rand_size(SkISize* size, SkRandom& rand) {
     size->set(rand.nextU() & 0xFFFF, rand.nextU() & 0xFFFF);
 }
 
@@ -43,7 +43,7 @@
 
     SkMatrix mat;
     SkISize  size;
-    SkMWCRandom rand;
+    SkRandom rand;
 
     // assert: translate-only no-filter can always be treated as sprite
     for (int i = 0; i < 1000; ++i) {