Change old PRG to be SkLCGRandom; change new one to SkRandom
The goal here is to get people to start using the new random number
generator, while leaving the old one in place so we don't have to
rebaseline GMs.
R=reed@google.com, bsalomon@google.com
Author: jvanverth@google.com
Review URL: https://chromiumcodereview.appspot.com/23576015
git-svn-id: http://skia.googlecode.com/svn/trunk@11169 2bbb7eff-a529-9590-31e7-b0007b416f81
diff --git a/tests/DrawBitmapRectTest.cpp b/tests/DrawBitmapRectTest.cpp
index 0538a12..bdfa755 100644
--- a/tests/DrawBitmapRectTest.cpp
+++ b/tests/DrawBitmapRectTest.cpp
@@ -12,7 +12,7 @@
#include "SkRandom.h"
#include "SkMatrixUtils.h"
-static void rand_matrix(SkMatrix* mat, SkMWCRandom& rand, unsigned mask) {
+static void rand_matrix(SkMatrix* mat, SkRandom& rand, unsigned mask) {
mat->setIdentity();
if (mask & SkMatrix::kTranslate_Mask) {
mat->postTranslate(rand.nextSScalar1(), rand.nextSScalar1());
@@ -29,7 +29,7 @@
}
}
-static void rand_size(SkISize* size, SkMWCRandom& rand) {
+static void rand_size(SkISize* size, SkRandom& rand) {
size->set(rand.nextU() & 0xFFFF, rand.nextU() & 0xFFFF);
}
@@ -43,7 +43,7 @@
SkMatrix mat;
SkISize size;
- SkMWCRandom rand;
+ SkRandom rand;
// assert: translate-only no-filter can always be treated as sprite
for (int i = 0; i < 1000; ++i) {