Rename GrContext::contextPriv to priv

Mechanical. This makes the priv() accessor the same for all the context types.

Change-Id: I40850eb05a33b8d7cc3eabdd42226d24b2ba58aa
Reviewed-on: https://skia-review.googlesource.com/c/189164
Commit-Queue: Robert Phillips <robertphillips@google.com>
Reviewed-by: Brian Salomon <bsalomon@google.com>
diff --git a/src/gpu/GrSWMaskHelper.cpp b/src/gpu/GrSWMaskHelper.cpp
index 41249be..2f21a67 100644
--- a/src/gpu/GrSWMaskHelper.cpp
+++ b/src/gpu/GrSWMaskHelper.cpp
@@ -108,7 +108,7 @@
     // TODO: http://skbug.com/8422: Although this fixes http://skbug.com/8351, it seems like these
     // should just participate in the normal allocation process and not need the pending IO flag.
     auto surfaceFlags = GrInternalSurfaceFlags::kNone;
-    if (!context->contextPriv().resourceProvider()) {
+    if (!context->priv().resourceProvider()) {
         // In DDL mode, this texture proxy will be instantiated at flush time, therfore it cannot
         // have pending IO.
         surfaceFlags |= GrInternalSurfaceFlags::kNoPendingIO;
@@ -123,6 +123,6 @@
 #if IS_WEBGL==1
     clearFlag = kPerformInitialClear_GrSurfaceFlag;
 #endif
-    return context->contextPriv().proxyProvider()->createTextureProxy(
+    return context->priv().proxyProvider()->createTextureProxy(
             std::move(img), clearFlag, 1, SkBudgeted::kYes, fit, surfaceFlags);
 }