#include "gm.h"
#include "SkCanvas.h"
#include "SkShader.h"
-#include "SkStippleMaskFilter.h"
+#include "SkBlurMaskFilter.h"
namespace skiagm {
/**
- * Stress test the samplers by rendering a textured glyph with a mask and
+ * Stress test the GPU samplers by rendering a textured glyph with a mask and
* an AA clip
*/
class SamplerStressGM : public GM {
}
virtual SkString onShortName() {
- return SkString("samplerstress");
+ return SkString("gpusamplerstress");
}
virtual SkISize onISize() {
return;
}
- fMaskFilter.reset(SkStippleMaskFilter::Create());
+ const SkScalar sigma = 1;
+ fMaskFilter.reset(SkBlurMaskFilter::Create(kNormal_SkBlurStyle, sigma));
}
virtual void onDraw(SkCanvas* canvas) {