this->addTextureAccess(&fNoiseAccess);
}
- GR_DECLARE_EFFECT_TEST;
+// GR_DECLARE_EFFECT_TEST;
GrTextureAccess fPermutationsAccess;
GrTextureAccess fNoiseAccess;
};
/////////////////////////////////////////////////////////////////////
-
+#if 0
GR_DEFINE_EFFECT_TEST(GrPerlinNoiseEffect);
GrEffectRef* GrPerlinNoiseEffect::TestCreate(SkMWCRandom* random,
return effect;
}
-
+#endif
/////////////////////////////////////////////////////////////////////
void GrGLPerlinNoise::emitCode(GrGLShaderBuilder* builder,