spin off: always clamp linear gradients

While we're refactoring how gradients work it's going to be easier
to centralized how and when we tile.

  - PS2 changed linear and radial in place to alwys clamp.
  - PS3 moved tiling to the base class, where it's even harder to
    screw up.  Sweeps don't need but don't mind tiling.
  - PS4 clamps when iff evenly spaced

PS4 has image diffs for only a few GMs that I'm not familiar with.
If its logic reads as correct to you, they may be bug fixes?

Change-Id: I5e37d6e88aaea898356d4c57db0cd5bf414c0295
Reviewed-on: https://skia-review.googlesource.com/16501
Commit-Queue: Mike Klein <mtklein@chromium.org>
Reviewed-by: Florin Malita <fmalita@chromium.org>
3 files changed