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authorGravatar Brian Salomon <bsalomon@google.com>2017-11-30 19:08:10 +0000
committerGravatar Skia Commit-Bot <skia-commit-bot@chromium.org>2017-11-30 19:08:19 +0000
commit48ed0043a94877a5a8afb837356a036f4b70e711 (patch)
treef815d77269050962dbecf27debf48949a2eb21ed /src/gpu/gl
parent25b17780787e504245bb990c2e95b8b612d64106 (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.cpp11
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