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authorDerek Sollenberger <djsollen@google.com>2012-09-21 11:22:57 -0400
committerDerek Sollenberger <djsollen@google.com>2012-09-21 11:22:57 -0400
commitfaa8dc5be4452ffc0e189e44734c075652158d7d (patch)
tree7ce9fb6982c159c7039887cf4d4f3154b3dbf261 /src
parentebb0af8e21433525397cefdec3a8903e3da966b0 (diff)
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Reduce tolerance for going into our fast path for gradients.
bug: 6897797 Change-Id: If7bce42f5347bc78f10c55d5041389b983813c2a
Diffstat (limited to 'src')
-rw-r--r--src/effects/SkGradientShader.cpp4
1 files changed, 3 insertions, 1 deletions
diff --git a/src/effects/SkGradientShader.cpp b/src/effects/SkGradientShader.cpp
index 4bbc96c..24ed445 100644
--- a/src/effects/SkGradientShader.cpp
+++ b/src/effects/SkGradientShader.cpp
@@ -1046,7 +1046,9 @@ void Linear_Gradient::shadeSpan(int x, int y, SkPMColor* SK_RESTRICT dstC,
}
LinearShadeProc shadeProc = shadeSpan_linear_repeat;
- if (SkFixedNearlyZero(dx)) {
+ // We really should check the endpoint colors, but short of that change
+ // we reduce the tolerance of SkFixedNearlyZero to be more restrictive.
+ if (SkFixedNearlyZero(dx, (SK_Fixed1 >> 14))) {
#ifdef SK_SIMPLE_TWOCOLOR_VERTICAL_GRADIENTS
if (fColorCount > 2) {
shadeProc = shadeSpan_linear_vertical_lerp;