Remove FORCE_CONTIGUOUS_PIXEL_BUFFER_ON_IPHONE_SIMULATOR

This workaround code is no longer necessary, as per the comment.

PiperOrigin-RevId: 488777606
This commit is contained in:
Camillo Lugaresi 2022-11-15 15:39:41 -08:00 committed by Copybara-Service
parent 3c71c64be1
commit a520d6cc38

View File

@ -117,25 +117,9 @@ void GpuBufferMultiPool::FlushTextureCaches() {
} }
} }
// Turning this on disables the pixel buffer pools when using the simulator.
// It is no longer necessary, since the helper code now supports non-contiguous
// buffers. We leave the code in for now for the sake of documentation.
#define FORCE_CONTIGUOUS_PIXEL_BUFFER_ON_IPHONE_SIMULATOR 0
GpuBuffer GpuBufferMultiPool::GetBufferFromSimplePool( GpuBuffer GpuBufferMultiPool::GetBufferFromSimplePool(
BufferSpec spec, GpuBufferMultiPool::SimplePool& pool) { BufferSpec spec, GpuBufferMultiPool::SimplePool& pool) {
#if TARGET_IPHONE_SIMULATOR && FORCE_CONTIGUOUS_PIXEL_BUFFER_ON_IPHONE_SIMULATOR
// On the simulator, syncing the texture with the pixelbuffer does not work,
// and we have to use glReadPixels. Since GL_UNPACK_ROW_LENGTH is not
// available in OpenGL ES 2, we should create the buffer so the pixels are
// contiguous.
//
// TODO: verify if we can use kIOSurfaceBytesPerRow to force the
// pool to give us contiguous data.
return GetBufferWithoutPool(spec);
#else
return pool.GetBuffer([this]() { FlushTextureCaches(); }); return pool.GetBuffer([this]() { FlushTextureCaches(); });
#endif // TARGET_IPHONE_SIMULATOR
} }
#else #else