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/GrCCPathParser.cpp b/src/gpu/ccpr/GrCCPathParser.cpp
index 42f1010..e625c43 100644
--- a/src/gpu/ccpr/GrCCPathParser.cpp
+++ b/src/gpu/ccpr/GrCCPathParser.cpp
@@ -514,12 +514,17 @@
     if (batchTotalCounts.fTriangles) {
         this->drawRenderPass(flushState, pipeline, batchID, RenderPass::kTriangles,
                              WindMethod::kCrossProduct, &PrimitiveTallies::fTriangles, drawBounds);
+        this->drawRenderPass(flushState, pipeline, batchID, RenderPass::kTriangleCorners,
+                             WindMethod::kCrossProduct, &PrimitiveTallies::fTriangles, drawBounds);
     }
 
     if (batchTotalCounts.fWoundTriangles) {
         this->drawRenderPass(flushState, pipeline, batchID, RenderPass::kTriangles,
                              WindMethod::kInstanceData, &PrimitiveTallies::fWoundTriangles,
                              drawBounds);
+        this->drawRenderPass(flushState, pipeline, batchID, RenderPass::kTriangleCorners,
+                             WindMethod::kInstanceData, &PrimitiveTallies::fWoundTriangles,
+                             drawBounds);
     }
 
     if (batchTotalCounts.fQuadratics) {
@@ -587,8 +592,9 @@
     SkASSERT(totalInstanceCount == batch.fTotalPrimitiveCounts.*instanceType);
 
     if (!fMeshesScratchBuffer.empty()) {
-        proc.draw(flushState, pipeline, fMeshesScratchBuffer.begin(),
-                  fDynamicStatesScratchBuffer.begin(), fMeshesScratchBuffer.count(),
-                  SkRect::Make(drawBounds));
+        SkASSERT(flushState->rtCommandBuffer());
+        flushState->rtCommandBuffer()->draw(pipeline, proc, fMeshesScratchBuffer.begin(),
+                                            fDynamicStatesScratchBuffer.begin(),
+                                            fMeshesScratchBuffer.count(), SkRect::Make(drawBounds));
     }
 }