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. |