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Use Fractal rather than Improved noise in shader mask flow unit test (#23537)
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@ -90,7 +90,7 @@ TEST_F(ShaderMaskLayerTest, SimpleFilter) {
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const SkPath child_path = SkPath().addRect(child_bounds);
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const SkPaint child_paint = SkPaint(SkColors::kYellow);
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auto layer_filter =
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SkPerlinNoiseShader::MakeImprovedNoise(1.0f, 1.0f, 1, 1.0f);
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SkPerlinNoiseShader::MakeFractalNoise(1.0f, 1.0f, 1, 1.0f);
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auto mock_layer = std::make_shared<MockLayer>(child_path, child_paint);
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auto layer = std::make_shared<ShaderMaskLayer>(layer_filter, layer_bounds,
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SkBlendMode::kSrc);
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@ -133,7 +133,7 @@ TEST_F(ShaderMaskLayerTest, MultipleChildren) {
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const SkPaint child_paint1 = SkPaint(SkColors::kYellow);
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const SkPaint child_paint2 = SkPaint(SkColors::kCyan);
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auto layer_filter =
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SkPerlinNoiseShader::MakeImprovedNoise(1.0f, 1.0f, 1, 1.0f);
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SkPerlinNoiseShader::MakeFractalNoise(1.0f, 1.0f, 1, 1.0f);
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auto mock_layer1 = std::make_shared<MockLayer>(child_path1, child_paint1);
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auto mock_layer2 = std::make_shared<MockLayer>(child_path2, child_paint2);
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auto layer = std::make_shared<ShaderMaskLayer>(layer_filter, layer_bounds,
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@ -187,9 +187,9 @@ TEST_F(ShaderMaskLayerTest, Nested) {
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const SkPaint child_paint1 = SkPaint(SkColors::kYellow);
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const SkPaint child_paint2 = SkPaint(SkColors::kCyan);
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auto layer_filter1 =
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SkPerlinNoiseShader::MakeImprovedNoise(1.0f, 1.0f, 1, 1.0f);
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SkPerlinNoiseShader::MakeFractalNoise(1.0f, 1.0f, 1, 1.0f);
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auto layer_filter2 =
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SkPerlinNoiseShader::MakeImprovedNoise(2.0f, 2.0f, 2, 2.0f);
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SkPerlinNoiseShader::MakeFractalNoise(2.0f, 2.0f, 2, 2.0f);
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auto mock_layer1 = std::make_shared<MockLayer>(child_path1, child_paint1);
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auto mock_layer2 = std::make_shared<MockLayer>(child_path2, child_paint2);
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auto layer1 = std::make_shared<ShaderMaskLayer>(layer_filter1, layer_bounds,
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@ -257,7 +257,7 @@ TEST_F(ShaderMaskLayerTest, Readback) {
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auto initial_transform = SkMatrix();
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const SkRect layer_bounds = SkRect::MakeLTRB(2.0f, 4.0f, 20.5f, 20.5f);
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auto layer_filter =
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SkPerlinNoiseShader::MakeImprovedNoise(1.0f, 1.0f, 1, 1.0f);
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SkPerlinNoiseShader::MakeFractalNoise(1.0f, 1.0f, 1, 1.0f);
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auto layer = std::make_shared<ShaderMaskLayer>(layer_filter, layer_bounds,
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SkBlendMode::kSrc);
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