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authorGravatar Mike Klein <mtklein@chromium.org>2017-05-11 11:29:29 -0400
committerGravatar Skia Commit-Bot <skia-commit-bot@chromium.org>2017-05-11 19:57:48 +0000
commite75985393e4fd282253dc1db7348a10e57ddccd4 (patch)
treec188e4ad35551e533ec7b9b88453c60a5918b348 /src/effects/SkRRectsGaussianEdgeMaskFilter.cpp
parentb6deea8f0ed61475382fc48c7359118bfdcbff85 (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 'src/effects/SkRRectsGaussianEdgeMaskFilter.cpp')
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