7fde8e1728
This almost gets gms to be iwyu clean. The last bit is around gm.cpp and the tracing framework and its use of atomic. Will also need a way of keeping things from regressing, which is difficult due to needing to do this outside-in. Change-Id: I1393531e99da8b0f1a29f55c53c86d53f459af7d Reviewed-on: https://skia-review.googlesource.com/c/skia/+/211593 Reviewed-by: Herb Derby <herb@google.com> Commit-Queue: Ben Wagner <bungeman@google.com>
31 lines
995 B
C++
31 lines
995 B
C++
/*
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* Copyright 2017 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#include "gm/gm.h"
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#include "include/core/SkCanvas.h"
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#include "include/core/SkColor.h"
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#include "include/core/SkPaint.h"
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#include "include/core/SkPoint.h"
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#include "include/core/SkScalar.h"
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#include "include/core/SkShader.h"
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#include "include/core/SkTileMode.h"
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#include "include/core/SkTypes.h"
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#include "include/effects/SkGradientShader.h"
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// All we're looking for here is that we see a smooth gradient.
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DEF_SIMPLE_GM(radial_gradient_precision, canvas, 200, 200) {
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SkPoint center = {1000, 1000};
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SkScalar radius = 40;
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SkColor colors[] = {SK_ColorBLACK, SK_ColorGREEN};
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SkPaint p;
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p.setShader(SkGradientShader::MakeRadial(center, radius,
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colors, nullptr, SK_ARRAY_COUNT(colors),
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SkTileMode::kRepeat));
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canvas->drawPaint(p);
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}
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