Remove GrCoordTransform::kPosition_CoordSet

Review URL: https://codereview.chromium.org/811373002
diff --git a/src/gpu/GrClipMaskManager.cpp b/src/gpu/GrClipMaskManager.cpp
index 143add5..7f85801 100644
--- a/src/gpu/GrClipMaskManager.cpp
+++ b/src/gpu/GrClipMaskManager.cpp
@@ -36,13 +36,11 @@
     SkASSERT(drawState);
 
     SkMatrix mat;
-    // We want to use device coords to compute the texture coordinates. We set our matrix to be
-    // equal to the view matrix followed by an offset to the devBound, and then a scaling matrix to
-    // normalized coords. We apply this matrix to the vertex positions rather than local coords.
+    // We use device coords to compute the texture coordinates. We set our matrix to be a
+    // translation to the devBound, and then a scaling matrix to normalized coords.
     mat.setIDiv(result->width(), result->height());
     mat.preTranslate(SkIntToScalar(-devBound.fLeft),
                      SkIntToScalar(-devBound.fTop));
-    mat.preConcat(drawState->getViewMatrix());
 
     SkIRect domainTexels = SkIRect::MakeWH(devBound.width(), devBound.height());
     // This could be a long-lived effect that is cached with the alpha-mask.
@@ -52,7 +50,7 @@
                                       GrTextureDomain::MakeTexelDomain(result, domainTexels),
                                       GrTextureDomain::kDecal_Mode,
                                       GrTextureParams::kNone_FilterMode,
-                                      kPosition_GrCoordSet))->unref();
+                                      kDevice_GrCoordSet))->unref();
 }
 
 bool path_needs_SW_renderer(GrContext* context,
diff --git a/src/gpu/GrSWMaskHelper.cpp b/src/gpu/GrSWMaskHelper.cpp
index b6a7059..61e7f1f 100644
--- a/src/gpu/GrSWMaskHelper.cpp
+++ b/src/gpu/GrSWMaskHelper.cpp
@@ -361,20 +361,18 @@
                                       SK_Scalar1 * rect.fRight,
                                       SK_Scalar1 * rect.fBottom);
 
-    // We want to use device coords to compute the texture coordinates. We set our matrix to be
-    // equal to the view matrix followed by a translation so that the top-left of the device bounds
-    // maps to 0,0, and then a scaling matrix to normalized coords. We apply this matrix to the
-    // vertex positions rather than local coords.
+    // We use device coords to compute the texture coordinates. We take the device coords and apply
+    // a translation so that the top-left of the device bounds maps to 0,0, and then a scaling
+    // matrix to normalized coords.
     SkMatrix maskMatrix;
     maskMatrix.setIDiv(texture->width(), texture->height());
     maskMatrix.preTranslate(SkIntToScalar(-rect.fLeft), SkIntToScalar(-rect.fTop));
-    maskMatrix.preConcat(drawState->getViewMatrix());
 
     drawState->addCoverageProcessor(
                          GrSimpleTextureEffect::Create(texture,
                                                        maskMatrix,
                                                        GrTextureParams::kNone_FilterMode,
-                                                       kPosition_GrCoordSet))->unref();
+                                                       kDevice_GrCoordSet))->unref();
 
     target->drawSimpleRect(drawState, color, dstRect);
 }
diff --git a/src/gpu/effects/GrSimpleTextureEffect.cpp b/src/gpu/effects/GrSimpleTextureEffect.cpp
index 51822e9..93f7d68 100644
--- a/src/gpu/effects/GrSimpleTextureEffect.cpp
+++ b/src/gpu/effects/GrSimpleTextureEffect.cpp
@@ -76,7 +76,7 @@
 
     static const GrCoordSet kCoordSets[] = {
         kLocal_GrCoordSet,
-        kPosition_GrCoordSet
+        kDevice_GrCoordSet
     };
     GrCoordSet coordSet = kCoordSets[random->nextULessThan(SK_ARRAY_COUNT(kCoordSets))];
 
diff --git a/src/gpu/effects/GrTextureDomain.cpp b/src/gpu/effects/GrTextureDomain.cpp
index f1ef618..3531106 100644
--- a/src/gpu/effects/GrTextureDomain.cpp
+++ b/src/gpu/effects/GrTextureDomain.cpp
@@ -301,7 +301,7 @@
         (GrTextureDomain::Mode) random->nextULessThan(GrTextureDomain::kModeCount);
     const SkMatrix& matrix = GrProcessorUnitTest::TestMatrix(random);
     bool bilerp = mode != GrTextureDomain::kRepeat_Mode ? random->nextBool() : false;
-    GrCoordSet coords = random->nextBool() ? kLocal_GrCoordSet : kPosition_GrCoordSet;
+    GrCoordSet coords = random->nextBool() ? kLocal_GrCoordSet : kDevice_GrCoordSet;
     return GrTextureDomainEffect::Create(textures[texIdx],
                                          matrix,
                                          domain,
diff --git a/src/gpu/gl/builders/GrGLVertexShaderBuilder.cpp b/src/gpu/gl/builders/GrGLVertexShaderBuilder.cpp
index 317657e..991b37d 100644
--- a/src/gpu/gl/builders/GrGLVertexShaderBuilder.cpp
+++ b/src/gpu/gl/builders/GrGLVertexShaderBuilder.cpp
@@ -54,13 +54,8 @@
     int transformCount = transVs.count();
     for (int i = 0; i < transformCount; i++) {
         GrCoordSet coordSet = transVs[i].fCoordSet;
-        const char* coords;
+        const char* coords = NULL;
         switch (coordSet) {
-            default:
-                SkFAIL("Case missing");
-            case kPosition_GrCoordSet:
-                coords = this->positionCoords();
-                break;
             case kLocal_GrCoordSet:
                 coords = this->localCoords();
                 break;