Index: content/renderer/render_thread_impl.cc |
diff --git a/content/renderer/render_thread_impl.cc b/content/renderer/render_thread_impl.cc |
index 8c0cad2936c44528ff14a011227246d059c3f6b4..ab04ccd011977e9b192aa833e15b41e2a3f60085 100644 |
--- a/content/renderer/render_thread_impl.cc |
+++ b/content/renderer/render_thread_impl.cc |
@@ -845,7 +845,6 @@ |
main_thread_compositor_task_runner_ = NULL; |
// Context providers must be released prior to destroying the GPU channel. |
- shared_worker_context_provider_ = nullptr; |
gpu_va_context_provider_ = nullptr; |
shared_main_thread_contexts_ = nullptr; |
@@ -1891,31 +1890,6 @@ |
return raster_worker_pool_.get(); |
} |
-scoped_refptr<ContextProviderCommandBuffer> |
-RenderThreadImpl::SharedWorkerContextProvider() { |
- DCHECK(IsMainThread()); |
- // Try to reuse existing shared worker context provider. |
- bool shared_worker_context_provider_lost = false; |
- if (shared_worker_context_provider_) { |
- // Note: If context is lost, delete reference after releasing the lock. |
- base::AutoLock lock(*shared_worker_context_provider_->GetLock()); |
- if (shared_worker_context_provider_->ContextGL() |
- ->GetGraphicsResetStatusKHR() != GL_NO_ERROR) { |
- shared_worker_context_provider_lost = true; |
- } |
- } |
- if (!shared_worker_context_provider_ || shared_worker_context_provider_lost) { |
- shared_worker_context_provider_ = ContextProviderCommandBuffer::Create( |
- CreateOffscreenContext3d(), RENDER_WORKER_CONTEXT); |
- if (shared_worker_context_provider_ && |
- !shared_worker_context_provider_->BindToCurrentThread()) |
- shared_worker_context_provider_ = nullptr; |
- if (shared_worker_context_provider_) |
- shared_worker_context_provider_->SetupLock(); |
- } |
- return shared_worker_context_provider_; |
-} |
- |
void RenderThreadImpl::SampleGamepads(blink::WebGamepads* data) { |
blink_platform_impl_->sampleGamepads(*data); |
} |