Revert "ccpr: Simplify triangle corners"

This reverts commit 622650a1949f9a68793ac895d9fbadee7177d860.

Reason for revert: Going to try to improve AAA quality on curve corners

Original change's description:
> ccpr: Simplify triangle corners
> 
> Modifies triangle corner shaders to just approximate their coverage with
> linear values that ramp to zero at bloat vertices outside the triangle.
> 
> For the vertex backend, since corners now have the same fragment shader
> as the rest of the triangle, we fold them in with the other steps and
> draw triangles in a single pass.
> 
> The geometry backend still draws triangles in two passes, as there is
> not an apparent performance advantage in combining them.
> 
> Bug: skia:
> Change-Id: Ib4a89d793a3c706f734d0271875c8a3e5c87c49b
> Reviewed-on: https://skia-review.googlesource.com/112632
> Commit-Queue: Chris Dalton <csmartdalton@google.com>
> Reviewed-by: Brian Salomon <bsalomon@google.com>

TBR=bsalomon@google.com,csmartdalton@google.com

Change-Id: I45e7b9d7d7f8452b28bd54ca1e90a1f046cb2462
No-Presubmit: true
No-Tree-Checks: true
No-Try: true
Bug: skia:
Reviewed-on: https://skia-review.googlesource.com/113180
Reviewed-by: Chris Dalton <csmartdalton@google.com>
Commit-Queue: Chris Dalton <csmartdalton@google.com>
diff --git a/src/gpu/ccpr/GrCCCubicShader.cpp b/src/gpu/ccpr/GrCCCubicShader.cpp
index 7066fbd..76d1646 100644
--- a/src/gpu/ccpr/GrCCCubicShader.cpp
+++ b/src/gpu/ccpr/GrCCCubicShader.cpp
@@ -12,7 +12,9 @@
 
 using Shader = GrCCCoverageProcessor::Shader;
 
-const char* GrCCCubicShader::emitSetupCode(GrGLSLVertexGeoBuilder* s, const char* pts) const {
+void GrCCCubicShader::emitSetupCode(GrGLSLVertexGeoBuilder* s, const char* pts,
+                                    const char* /*repetitionID*/, const char* /*wind*/,
+                                    GeometryVars*) const {
     // Find the cubic's power basis coefficients.
     s->codeAppendf("float2x4 C = float4x4(-1,  3, -3,  1, "
                                          " 3, -6,  3,  0, "
@@ -62,28 +64,24 @@
     s->codeAppendf("%s *= float3x3(orientation[0] * orientation[1], 0, 0, "
                                   "0, orientation[0], 0, "
                                   "0, 0, orientation[1]);", fKLMMatrix.c_str());
-
-    return nullptr;
 }
 
-Shader::CoverageHandling GrCCCubicShader::onEmitVaryings(GrGLSLVaryingHandler* varyingHandler,
-                                                         GrGLSLVarying::Scope scope, SkString* code,
-                                                         const char* position,
-                                                         const char* coverageTimesWind) {
+void GrCCCubicShader::onEmitVaryings(GrGLSLVaryingHandler* varyingHandler,
+                                     GrGLSLVarying::Scope scope, SkString* code,
+                                     const char* position, const char* inputCoverage,
+                                     const char* wind) {
     code->appendf("float3 klm = float3(%s, 1) * %s;", position, fKLMMatrix.c_str());
 
     fKLMW.reset(kFloat4_GrSLType, scope);
     varyingHandler->addVarying("klmw", &fKLMW);
     code->appendf("%s.xyz = klm;", OutName(fKLMW));
-    code->appendf("%s.w = %s;", OutName(fKLMW), coverageTimesWind);
+    code->appendf("%s.w = %s * %s;", OutName(fKLMW), inputCoverage, wind);
 
     fGradMatrix.reset(kFloat2x2_GrSLType, scope);
     varyingHandler->addVarying("grad_matrix", &fGradMatrix);
     code->appendf("%s[0] = 3 * klm[0] * %s[0].xy;", OutName(fGradMatrix), fKLMMatrix.c_str());
     code->appendf("%s[1] = -klm[1] * %s[2].xy - klm[2] * %s[1].xy;",
                     OutName(fGradMatrix), fKLMMatrix.c_str(), fKLMMatrix.c_str());
-
-    return CoverageHandling::kHandled;
 }
 
 void GrCCCubicShader::onEmitFragmentCode(const GrCCCoverageProcessor& proc,