Implement edge AA for concave polys in the tesselated path renderer.

Review URL:  http://codereview.appspot.com/4571072/



git-svn-id: http://skia.googlecode.com/svn/trunk@1600 2bbb7eff-a529-9590-31e7-b0007b416f81
diff --git a/gpu/src/GrGpuGLShaders.cpp b/gpu/src/GrGpuGLShaders.cpp
index 0a933b5..689c1fc 100644
--- a/gpu/src/GrGpuGLShaders.cpp
+++ b/gpu/src/GrGpuGLShaders.cpp
@@ -199,6 +199,7 @@
         pdesc.fFirstCoverageStage = idx;
 
         pdesc.fEdgeAANumEdges = (random.nextF() * (getMaxEdges() + 1));
+        pdesc.fEdgeAAConcave = random.nextF() > .5f;
 
         if (fDualSourceBlendingSupport) {
             pdesc.fDualSrcOutput =
@@ -731,6 +732,7 @@
     }
 
     desc.fEdgeAANumEdges = fCurrDrawState.fEdgeAANumEdges;
+    desc.fEdgeAAConcave = desc.fEdgeAANumEdges > 0 && SkToBool(fCurrDrawState.fFlagBits & kEdgeAAConcave_StateBit);
 
     int lastEnabledStage = -1;