| Index: cc/layers/picture_layer_impl.cc
|
| diff --git a/cc/layers/picture_layer_impl.cc b/cc/layers/picture_layer_impl.cc
|
| index 93d658159516549e0164c2e55790fea982a05370..16dcd52d3ecb4aa23d9752f3da14ef675d08fe57 100644
|
| --- a/cc/layers/picture_layer_impl.cc
|
| +++ b/cc/layers/picture_layer_impl.cc
|
| @@ -130,6 +130,7 @@ void PictureLayerImpl::PushPropertiesTo(LayerImpl* base_layer) {
|
| DCHECK_LE(tilings_->num_tilings(),
|
| layer_tree_impl()->create_low_res_tiling() ? 2u : 1u);
|
|
|
| + layer_impl->set_gpu_raster_max_texture_size(gpu_raster_max_texture_size_);
|
| layer_impl->UpdateRasterSource(raster_source_, &invalidation_,
|
| tilings_.get());
|
| DCHECK(invalidation_.IsEmpty());
|
| @@ -685,8 +686,8 @@ gfx::Size PictureLayerImpl::CalculateTileSize(
|
| // For GPU rasterization, we pick an ideal tile size using the viewport
|
| // so we don't need any settings. The current approach uses 4 tiles
|
| // to cover the viewport vertically.
|
| - int viewport_width = layer_tree_impl()->device_viewport_size().width();
|
| - int viewport_height = layer_tree_impl()->device_viewport_size().height();
|
| + int viewport_width = gpu_raster_max_texture_size_.width();
|
| + int viewport_height = gpu_raster_max_texture_size_.height();
|
| default_tile_width = viewport_width;
|
| // Also, increase the height proportionally as the width decreases, and
|
| // pad by our border texels to make the tiles exactly match the viewport.
|
|
|