Index: cc/trees/layer_tree_host_impl.cc |
diff --git a/cc/trees/layer_tree_host_impl.cc b/cc/trees/layer_tree_host_impl.cc |
index dd075482c3ebf79a6699b03b48c13c6dd13a685d..cedb4a8635658483ffc84cdc9e89497e0bb3448c 100644 |
--- a/cc/trees/layer_tree_host_impl.cc |
+++ b/cc/trees/layer_tree_host_impl.cc |
@@ -1466,22 +1466,10 @@ void LayerTreeHostImpl::SetExternalTilePriorityConstraints( |
} |
} |
-void LayerTreeHostImpl::SetNeedsRedrawRect(const gfx::Rect& damage_rect) { |
- if (damage_rect.IsEmpty()) |
- return; |
- NotifySwapPromiseMonitorsOfSetNeedsRedraw(); |
- client_->SetNeedsRedrawRectOnImplThread(damage_rect); |
-} |
- |
void LayerTreeHostImpl::DidSwapBuffersComplete() { |
client_->DidSwapBuffersCompleteOnImplThread(); |
} |
-void LayerTreeHostImpl::DidReceiveTextureInUseResponses( |
- const gpu::TextureInUseResponses& responses) { |
- NOTREACHED(); |
-} |
- |
void LayerTreeHostImpl::ReclaimResources( |
const ReturnedResourceArray& resources) { |
// TODO(piman): We may need to do some validation on this ack before |
@@ -2298,7 +2286,6 @@ void LayerTreeHostImpl::ReleaseCompositorFrameSink() { |
bool LayerTreeHostImpl::InitializeRenderer( |
CompositorFrameSink* compositor_frame_sink) { |
- DCHECK(compositor_frame_sink->capabilities().delegated_rendering); |
TRACE_EVENT0("cc", "LayerTreeHostImpl::InitializeRenderer"); |
ReleaseCompositorFrameSink(); |
@@ -2350,15 +2337,11 @@ bool LayerTreeHostImpl::InitializeRenderer( |
// TODO(brianderson): Don't use a hard-coded parent draw time. |
base::TimeDelta parent_draw_time = |
- (!settings_.use_external_begin_frame_source && |
- compositor_frame_sink_->capabilities().adjust_deadline_for_parent) |
+ compositor_frame_sink_->capabilities().adjust_deadline_for_parent |
? BeginFrameArgs::DefaultEstimatedParentDrawTime() |
: base::TimeDelta(); |
client_->SetEstimatedParentDrawTime(parent_draw_time); |
- |
- DCHECK_EQ(1, compositor_frame_sink_->capabilities().max_frames_pending); |
client_->OnCanDrawStateChanged(CanDraw()); |
- |
SetFullViewportDamage(); |
// There will not be anything to draw here, so set high res |
// to avoid checkerboards, typically when we are recovering |