Reduce bitmap sizes in verylargebitmap GM to not crash on windows

R=scroggo@google.com

Review URL: https://codereview.chromium.org/39033005

git-svn-id: http://skia.googlecode.com/svn/trunk@11954 2bbb7eff-a529-9590-31e7-b0007b416f81
This commit is contained in:
bsalomon@google.com 2013-10-24 20:55:14 +00:00
parent 79bf912051
commit edf00c7a59

View File

@ -69,10 +69,10 @@ protected:
}
virtual void onDraw(SkCanvas* canvas) SK_OVERRIDE {
int veryBig = 70*1024; // 64K < size
int big = 60*1024; // 32K < size < 64K
int veryBig = 65*1024; // 64K < size
int big = 33*1024; // 32K < size < 64K
// smaller than many max texture sizes, but large enough to gpu-tile for memory reasons.
int medium = 7*1024;
int medium = 5*1024;
int small = 150;
SkColor colors[2];
@ -90,8 +90,6 @@ protected:
colors[0] = SK_ColorMAGENTA;
colors[1] = SK_ColorYELLOW;
// as of this writing, the raster code will fail to draw the scaled version
// since it has a 64K limit on x,y coordinates... (but gpu should succeed)
show_bm(canvas, medium, medium, colors);
canvas->translate(0, SkIntToScalar(150));