Improve the curve tessellation subdivision of the path renderers.

The stencil-and-cover and tessellating path renderers currently
tessellate curves to linear segments to within one screen space pixel.
This is fairly poor accuracy, as can be seen from the strokecircle GM:
there are noticeable rotating bumps on the circles.

Improving the tolerance to 0.25 pixel eliminates the bumps, and
approximates the 16x supersampling of the raster path.
This does have a performance hit: 3-6% on desktop on
the IE chalkboard demo, ~1% on Nexus 7 2013.

Note: this will require rebaselining a number of GPU and  MSAA images
in Skia, but nothing in Chrome (yet).

BUG=skia:3731

Review URL: https://codereview.chromium.org/1072273007
diff --git a/src/gpu/GrTessellatingPathRenderer.cpp b/src/gpu/GrTessellatingPathRenderer.cpp
index c80b693..1c1663d 100644
--- a/src/gpu/GrTessellatingPathRenderer.cpp
+++ b/src/gpu/GrTessellatingPathRenderer.cpp
@@ -1392,7 +1392,8 @@
             c.sweep_lt = sweep_lt_vert;
             c.sweep_gt = sweep_gt_vert;
         }
-        SkScalar tol = GrPathUtils::scaleToleranceToSrc(SK_Scalar1, fViewMatrix, pathBounds);
+        SkScalar screenSpaceTol = GrPathUtils::kDefaultTolerance;
+        SkScalar tol = GrPathUtils::scaleToleranceToSrc(screenSpaceTol, fViewMatrix, pathBounds);
         int contourCnt;
         int maxPts = GrPathUtils::worstCasePointCount(fPath, &contourCnt, tol);
         if (maxPts <= 0) {