diff options
-rw-r--r-- | src/effects/SkPerlinNoiseShader.cpp | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/src/effects/SkPerlinNoiseShader.cpp b/src/effects/SkPerlinNoiseShader.cpp index 9bf580a437..37b7786f99 100644 --- a/src/effects/SkPerlinNoiseShader.cpp +++ b/src/effects/SkPerlinNoiseShader.cpp @@ -494,7 +494,7 @@ void SkPerlinNoiseShader::shadeSpan16(int x, int y, uint16_t result[], int count ///////////////////////////////////////////////////////////////////// -#if SK_SUPPORT_GPU && !defined(SK_BUILD_FOR_ANDROID) +#if SK_SUPPORT_GPU && !defined(SK_BUILD_FOR_ANDROID) && !defined(SK_BUILD_FOR_WIN) // CPU noise is faster on Android, so the GPU implementation is only for desktop #include "GrTBackendEffectFactory.h" @@ -717,7 +717,7 @@ GrEffectRef* GrPerlinNoiseEffect::TestCreate(SkMWCRandom* random, GrContext* context, const GrDrawTargetCaps&, GrTexture**) { - int numOctaves = 2; + int numOctaves = random->nextRangeU(2, 10); bool stitchTiles = random->nextBool(); SkScalar seed = SkIntToScalar(random->nextU()); SkISize tileSize = SkISize::Make(random->nextRangeU(4, 4096), random->nextRangeU(4, 4096)); @@ -1295,7 +1295,7 @@ GrEffectRef* SkPerlinNoiseShader::asNewEffect(GrContext* context, const SkPaint& #else GrEffectRef* SkPerlinNoiseShader::asNewEffect(GrContext*, const SkPaint&) const { -#if !defined(SK_BUILD_FOR_ANDROID) +#if !defined(SK_BUILD_FOR_ANDROID) && !defined(SK_BUILD_FOR_WIN) SkDEBUGFAIL("Should not call in GPU-less build"); #endif return NULL; |