/////////////////////////////////////////////////////////////////////
-#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"
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));
#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;