Delete mixed samples

Mixed samples is no longer relevant for Ganesh. DMSAA and the new
Ganesh architecture both rely on full MSAA, and any platform where
mixed samples is supported will ultimately not use the old
architecture.

Change-Id: I5acc745010e090ef26310d92ec6240be2cd494cf
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/399837
Reviewed-by: Brian Salomon <bsalomon@google.com>
Commit-Queue: Chris Dalton <csmartdalton@google.com>
diff --git a/src/gpu/tessellate/GrTessellatingStencilFillOp.h b/src/gpu/tessellate/GrTessellatingStencilFillOp.h
index b716f31..ec2e83d 100644
--- a/src/gpu/tessellate/GrTessellatingStencilFillOp.h
+++ b/src/gpu/tessellate/GrTessellatingStencilFillOp.h
@@ -15,8 +15,8 @@
 class GrPathTessellator;
 
 // Draws paths using a standard Redbook "stencil then fill" method. Curves get linearized by either
-// GPU tessellation shaders or indirect draws. This Op doesn't apply analytic AA, so it requires a
-// render target that supports either MSAA or mixed samples if AA is desired.
+// GPU tessellation shaders or indirect draws. This Op doesn't apply analytic AA, so it requires
+// MSAA if AA is desired.
 class GrTessellatingStencilFillOp : public GrDrawOp {
 private:
     DEFINE_OP_CLASS_ID
@@ -32,14 +32,13 @@
             , fProcessors(std::move(paint)) {
         SkRect devBounds;
         fViewMatrix.mapRect(&devBounds, path.getBounds());
-        this->setBounds(devBounds, HasAABloat(GrAAType::kCoverage == fAAType), IsHairline::kNo);
+        this->setBounds(devBounds, HasAABloat::kNo, IsHairline::kNo);
     }
 
     const char* name() const override { return "GrTessellatingStencilFillOp"; }
     void visitProxies(const VisitProxyFunc& fn) const override;
     FixedFunctionFlags fixedFunctionFlags() const override;
-    GrProcessorSet::Analysis finalize(const GrCaps&, const GrAppliedClip*,
-                                      bool hasMixedSampledCoverage, GrClampType) override;
+    GrProcessorSet::Analysis finalize(const GrCaps&, const GrAppliedClip*, GrClampType) override;
 
     // Chooses the rendering method we will use and creates the corresponding tessellator and
     // stencil/fill programs.