ccpr: Handle winding and even-odd in the same shader

We are already waiting for an entire texture lookup anyway. A couple
extra flops should still complete before the texture fetch. This also
gives us better batching.

TBR=bsalomon@google.com

Bug: skia:
Change-Id: I7b8e3021c8baad200af99600c9592df5ed0e46bd
Reviewed-on: https://skia-review.googlesource.com/129881
Reviewed-by: Chris Dalton <csmartdalton@google.com>
Commit-Queue: Chris Dalton <csmartdalton@google.com>
Auto-Submit: Chris Dalton <csmartdalton@google.com>
diff --git a/src/gpu/ccpr/GrCCClipPath.cpp b/src/gpu/ccpr/GrCCClipPath.cpp
index 6b8a96c..9b8a737 100644
--- a/src/gpu/ccpr/GrCCClipPath.cpp
+++ b/src/gpu/ccpr/GrCCClipPath.cpp
@@ -48,11 +48,12 @@
     fAccessRect = accessRect;
 }
 
-void GrCCClipPath::placePathInAtlas(GrCCPerFlushResources* resources,
-                                    GrOnFlushResourceProvider* onFlushRP) {
+void GrCCClipPath::renderPathInAtlas(GrCCPerFlushResources* resources,
+                                     GrOnFlushResourceProvider* onFlushRP) {
     SkASSERT(this->isInitialized());
     SkASSERT(!fHasAtlas);
-    fAtlas = resources->addDeviceSpacePathToAtlas(*onFlushRP->caps(), fAccessRect, fDeviceSpacePath,
-                                                  fPathDevIBounds, &fAtlasOffsetX, &fAtlasOffsetY);
+    fAtlas = resources->renderDeviceSpacePathInAtlas(*onFlushRP->caps(), fAccessRect,
+                                                     fDeviceSpacePath, fPathDevIBounds,
+                                                     &fAtlasOffsetX, &fAtlasOffsetY);
     SkDEBUGCODE(fHasAtlas = true);
 }