Tweak distance field path renderer behavior in gamma-correct mode to match
recent changes to text rendering.

Uses linear coverage falloff. Produces results that are perceptually more
similar to L32 (raster and gpu). Smoothstep + sRGB was too soft.

Plumb the gamma-correctness via DrawPathArgs, which also paves the way for
other path rendering implementations to easily make decisions about rendering
technique based on that flag.

Fix a few typos and formatting issues from my most recent change.

BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1889453002

Review URL: https://codereview.chromium.org/1889453002
diff --git a/include/gpu/GrPaint.h b/include/gpu/GrPaint.h
index f9633e7..7de559c 100644
--- a/include/gpu/GrPaint.h
+++ b/include/gpu/GrPaint.h
@@ -71,8 +71,8 @@
     bool getAllowSRGBInputs() const { return fAllowSRGBInputs; }
 
     /**
-     * Should rendering be gamma-correct. Causes sRGB inputs to perform conversion to linear,
-     * and outputs to be converted from linear to sRGB (if the destination is sRGB).
+     * Should rendering be gamma-correct, end-to-end. Causes sRGB render targets to behave
+     * as such (with linear blending), and sRGB inputs to be filtered and decoded correctly.
      */
     void setGammaCorrect(bool gammaCorrect) {
         setDisableOutputConversionToSRGB(!gammaCorrect);