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