| Index: src/effects/gradients/SkRadialGradient.cpp
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| diff --git a/src/effects/gradients/SkRadialGradient.cpp b/src/effects/gradients/SkRadialGradient.cpp
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| index bf3c821f6b7a463cdb0eab7a31f7aea2c5ebeece..80562dece8695b48aafa70cb5b3503b620fa4452 100644
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| --- a/src/effects/gradients/SkRadialGradient.cpp
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| +++ b/src/effects/gradients/SkRadialGradient.cpp
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| @@ -377,10 +377,9 @@ void shadeSpan_radial_clamp(SkScalar sfx, SkScalar sdx,
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|      }
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|  }
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|  
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| -// TODO: can we get away with 0th approximatino of inverse-sqrt (i.e. faster than rsqrt)?
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| -//       seems like ~10bits is more than enough for our use, since we want a byte-index
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|  static inline Sk4f fast_sqrt(const Sk4f& R) {
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| -    return R * R.rsqrt();
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| +    // R * R.rsqrt0() is much faster, but it's non-monotonic, which isn't so pretty for gradients.
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| +    return R * R.rsqrt1();
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|  }
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|  
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|  static inline Sk4f sum_squares(const Sk4f& a, const Sk4f& b) {
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| 
 |