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author | Brian Salomon <bsalomon@google.com> | 2017-11-30 19:08:10 +0000 |
---|---|---|
committer | Skia Commit-Bot <skia-commit-bot@chromium.org> | 2017-11-30 19:08:19 +0000 |
commit | 48ed0043a94877a5a8afb837356a036f4b70e711 (patch) | |
tree | f815d77269050962dbecf27debf48949a2eb21ed /src/gpu/gl | |
parent | 25b17780787e504245bb990c2e95b8b612d64106 (diff) |
Revert "Set multitexturing threshold for NVIDIA"
This reverts commit b4ec10431818200a41a082cfe2e82fe58a9b1ecc.
Reason for revert: to revert another change
Original change's description:
> Set multitexturing threshold for NVIDIA
>
> Change-Id: Ie992b34b8fdd3bf569241cce7c851880258f05df
> Reviewed-on: https://skia-review.googlesource.com/78261
> Commit-Queue: Brian Salomon <bsalomon@google.com>
> Reviewed-by: Robert Phillips <robertphillips@google.com>
TBR=bsalomon@google.com,robertphillips@google.com
Change-Id: I87923d039d2f2fe17fb73b5e8f45b0c3f6dfedf2
No-Presubmit: true
No-Tree-Checks: true
No-Try: true
Reviewed-on: https://skia-review.googlesource.com/78541
Reviewed-by: Brian Salomon <bsalomon@google.com>
Commit-Queue: Brian Salomon <bsalomon@google.com>
Diffstat (limited to 'src/gpu/gl')
-rw-r--r-- | src/gpu/gl/GrGLCaps.cpp | 11 |
1 files changed, 0 insertions, 11 deletions
diff --git a/src/gpu/gl/GrGLCaps.cpp b/src/gpu/gl/GrGLCaps.cpp index 134692d7ac..a2bb363648 100644 --- a/src/gpu/gl/GrGLCaps.cpp +++ b/src/gpu/gl/GrGLCaps.cpp @@ -358,17 +358,6 @@ void GrGLCaps::init(const GrContextOptions& contextOptions, GR_GL_GetIntegerv(gli, GR_GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxSamplers); shaderCaps->fMaxCombinedSamplers = SkTMin<GrGLint>(kMaxSaneSamplers, maxSamplers); - // This is all *very* approximate. - switch (ctxInfo.vendor()) { - case kNVIDIA_GrGLVendor: - // We've seen a range from 100 x 100 (TegraK1, GTX660) up to 300 x 300 (GTX 1070) - // but it doesn't clearly align with Pascal vs Maxwell vs Kepler. - fShaderCaps->fDisableImageMultitexturingDstRectAreaThreshold = 150 * 150; - break; - default: - break; - } - // SGX and Mali GPUs that are based on a tiled-deferred architecture that have trouble with // frequently changing VBOs. We've measured a performance increase using non-VBO vertex // data for dynamic content on these GPUs. Perhaps we should read the renderer string and |