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author | Mike Klein <mtklein@chromium.org> | 2017-05-11 11:29:29 -0400 |
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committer | Skia Commit-Bot <skia-commit-bot@chromium.org> | 2017-05-11 19:57:48 +0000 |
commit | e75985393e4fd282253dc1db7348a10e57ddccd4 (patch) | |
tree | c188e4ad35551e533ec7b9b88453c60a5918b348 /site | |
parent | b6deea8f0ed61475382fc48c7359118bfdcbff85 (diff) |
spin off: always clamp linear gradients
While we're refactoring how gradients work it's going to be easier
to centralized how and when we tile.
- PS2 changed linear and radial in place to alwys clamp.
- PS3 moved tiling to the base class, where it's even harder to
screw up. Sweeps don't need but don't mind tiling.
- PS4 clamps when iff evenly spaced
PS4 has image diffs for only a few GMs that I'm not familiar with.
If its logic reads as correct to you, they may be bug fixes?
Change-Id: I5e37d6e88aaea898356d4c57db0cd5bf414c0295
Reviewed-on: https://skia-review.googlesource.com/16501
Commit-Queue: Mike Klein <mtklein@chromium.org>
Reviewed-by: Florin Malita <fmalita@chromium.org>
Diffstat (limited to 'site')
0 files changed, 0 insertions, 0 deletions