Remove FORCE_CONTIGUOUS_PIXEL_BUFFER_ON_IPHONE_SIMULATOR
This workaround code is no longer necessary, as per the comment. PiperOrigin-RevId: 488777606
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@ -117,25 +117,9 @@ void GpuBufferMultiPool::FlushTextureCaches() {
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}
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}
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}
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}
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// Turning this on disables the pixel buffer pools when using the simulator.
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// It is no longer necessary, since the helper code now supports non-contiguous
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// buffers. We leave the code in for now for the sake of documentation.
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#define FORCE_CONTIGUOUS_PIXEL_BUFFER_ON_IPHONE_SIMULATOR 0
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GpuBuffer GpuBufferMultiPool::GetBufferFromSimplePool(
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GpuBuffer GpuBufferMultiPool::GetBufferFromSimplePool(
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BufferSpec spec, GpuBufferMultiPool::SimplePool& pool) {
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BufferSpec spec, GpuBufferMultiPool::SimplePool& pool) {
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#if TARGET_IPHONE_SIMULATOR && FORCE_CONTIGUOUS_PIXEL_BUFFER_ON_IPHONE_SIMULATOR
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// On the simulator, syncing the texture with the pixelbuffer does not work,
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// and we have to use glReadPixels. Since GL_UNPACK_ROW_LENGTH is not
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// available in OpenGL ES 2, we should create the buffer so the pixels are
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// contiguous.
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//
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// TODO: verify if we can use kIOSurfaceBytesPerRow to force the
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// pool to give us contiguous data.
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return GetBufferWithoutPool(spec);
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#else
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return pool.GetBuffer([this]() { FlushTextureCaches(); });
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return pool.GetBuffer([this]() { FlushTextureCaches(); });
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#endif // TARGET_IPHONE_SIMULATOR
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}
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}
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#else
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#else
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