Remove the option of disabling explicit resource allocation

We're burning our boats behind us. Succeed or die trying!

Change-Id: I6a9f71b758a6ae7b090c5221ab12a5ab4d166b47
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/209647
Commit-Queue: Robert Phillips <robertphillips@google.com>
Reviewed-by: Brian Salomon <bsalomon@google.com>
diff --git a/src/gpu/GrGpuCommandBuffer.cpp b/src/gpu/GrGpuCommandBuffer.cpp
index a80b088..b1215f6 100644
--- a/src/gpu/GrGpuCommandBuffer.cpp
+++ b/src/gpu/GrGpuCommandBuffer.cpp
@@ -49,32 +49,22 @@
     SkASSERT(!pipeline.isScissorEnabled() || fixedDynamicState ||
              (dynamicStateArrays && dynamicStateArrays->fScissorRects));
 
-    auto resourceProvider = this->gpu()->getContext()->priv().resourceProvider();
-
     if (pipeline.isBad()) {
         return false;
     }
+#ifdef SK_DEBUG
     if (fixedDynamicState && fixedDynamicState->fPrimitiveProcessorTextures) {
         GrTextureProxy** processorProxies = fixedDynamicState->fPrimitiveProcessorTextures;
         for (int i = 0; i < primProc.numTextureSamplers(); ++i) {
-            if (resourceProvider->explicitlyAllocateGPUResources()) {
-                SkASSERT(processorProxies[i]->isInstantiated());
-            } else if (!processorProxies[i]->instantiate(resourceProvider)) {
-                return false;
-            }
+            SkASSERT(processorProxies[i]->isInstantiated());
         }
     }
     if (dynamicStateArrays && dynamicStateArrays->fPrimitiveProcessorTextures) {
         int n = primProc.numTextureSamplers() * meshCount;
         const auto* textures = dynamicStateArrays->fPrimitiveProcessorTextures;
         for (int i = 0; i < n; ++i) {
-            if (resourceProvider->explicitlyAllocateGPUResources()) {
-                SkASSERT(textures[i]->isInstantiated());
-            } else if (!textures[i]->instantiate(resourceProvider)) {
-                return false;
-            }
+            SkASSERT(textures[i]->isInstantiated());
         }
-#ifdef SK_DEBUG
         SkASSERT(meshCount >= 1);
         const GrTextureProxy* const* primProcProxies =
                 dynamicStateArrays->fPrimitiveProcessorTextures;
@@ -90,9 +80,8 @@
                 SkASSERT(testProxy->config() == config);
             }
         }
-#endif
-
     }
+#endif
 
     if (primProc.numVertexAttributes() > this->gpu()->caps()->maxVertexAttributes()) {
         this->gpu()->stats()->incNumFailedDraws();