Revert "Run the inliner on GLES devices only."

This reverts commit 759bbf7b60372d381152a0f4461e3db2f81aebbc.

Reason for revert: Pinpoint regressions when the inliner is off
http://go/crb/1194808#c7

Original change's description:
> Run the inliner on GLES devices only.
>
> We've found that the inliner only gives tangible gains in draw
> performance on GLES devices. (See go/optimization-in-sksl-inliner)
> On other devices, we can skip it and still get the same draw performance
> regardless. A caps bit has been added to indicate a device that will
> benefit from inlining, and the inliner is now disabled on platforms that
> don't set this bit.
>
> Change-Id: I61dfafd7e919deabf81529cea832bb11496410cc
> Reviewed-on: https://skia-review.googlesource.com/c/skia/+/390300
> Auto-Submit: John Stiles <johnstiles@google.com>
> Commit-Queue: John Stiles <johnstiles@google.com>
> Commit-Queue: Brian Osman <brianosman@google.com>
> Reviewed-by: Brian Osman <brianosman@google.com>

TBR=brianosman@google.com,johnstiles@google.com

Change-Id: Ia9ab4db3c3e8a088afa84d4ad3105aa089bf5084
No-Presubmit: true
No-Tree-Checks: true
No-Try: true
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/391858
Reviewed-by: John Stiles <johnstiles@google.com>
Commit-Queue: John Stiles <johnstiles@google.com>
diff --git a/src/gpu/GrShaderCaps.cpp b/src/gpu/GrShaderCaps.cpp
index 33a0c10..d3bc02c 100644
--- a/src/gpu/GrShaderCaps.cpp
+++ b/src/gpu/GrShaderCaps.cpp
@@ -54,7 +54,6 @@
     fFloatIs32Bits = true;
     fHalfIs32Bits = false;
     fHasLowFragmentPrecision = false;
-    fEnableSkSLInliner = false;
     fColorSpaceMathNeedsFloat = false;
     fBuiltinFMASupport = false;
     fBuiltinDeterminantSupport = false;
@@ -136,7 +135,6 @@
     writer->appendBool("float == fp32", fFloatIs32Bits);
     writer->appendBool("half == fp32", fHalfIs32Bits);
     writer->appendBool("Has poor fragment precision", fHasLowFragmentPrecision);
-    writer->appendBool("Inlines helper functions in compiled SkSL", fEnableSkSLInliner);
     writer->appendBool("Color space math needs float", fColorSpaceMathNeedsFloat);
     writer->appendBool("Builtin fma() support", fBuiltinFMASupport);
     writer->appendBool("Builtin determinant() support", fBuiltinDeterminantSupport);
diff --git a/src/gpu/GrShaderCaps.h b/src/gpu/GrShaderCaps.h
index ad84273..485522c 100644
--- a/src/gpu/GrShaderCaps.h
+++ b/src/gpu/GrShaderCaps.h
@@ -84,8 +84,6 @@
 
     bool hasLowFragmentPrecision() const { return fHasLowFragmentPrecision; }
 
-    bool enableSkSLInliner() const { return fEnableSkSLInliner; }
-
     // SkSL only.
     bool builtinFMASupport() const { return fBuiltinFMASupport; }
 
@@ -285,11 +283,6 @@
     bool fHalfIs32Bits                      : 1;
     bool fHasLowFragmentPrecision           : 1;
 
-    // Enables the SkSL inliner, which can help performance on some platforms (particularly ES on
-    // low-end devices). Inlining requires optimization to be enabled in the program settings, and a
-    // non-zero inline threshold must be set.
-    bool fEnableSkSLInliner                 : 1;
-
     // Used by SkSL to know when to generate polyfills.
     bool fBuiltinFMASupport : 1;
     bool fBuiltinDeterminantSupport : 1;
diff --git a/src/gpu/gl/GrGLCaps.cpp b/src/gpu/gl/GrGLCaps.cpp
index 8d4351c..9337972 100644
--- a/src/gpu/gl/GrGLCaps.cpp
+++ b/src/gpu/gl/GrGLCaps.cpp
@@ -983,17 +983,8 @@
     shaderCaps->fBuiltinDeterminantSupport = ctxInfo.glslGeneration() >= k150_GrGLSLGeneration;
 
     if (GR_IS_GR_WEBGL(standard)) {
-        // WebGL 1.0 doesn't support do-while loops.
-        shaderCaps->fCanUseDoLoops = version >= GR_GL_VER(2, 0);
-    }
-
-    if (GR_IS_GR_GL_ES(standard) &&
-        (ctxInfo.driver() != kChromium_GrGLDriver) &&
-        (ctxInfo.driver() != kANGLE_GrGLDriver)) {
-        // Inlining SkSL helper functions improves draw performance on many GLES drivers (e.g.
-        // Mali/Adreno). Chromium on Windows also identifies itself to us as GLES, but is actually
-        // ANGLE under the hood, so we make an exception for that case.
-        shaderCaps->fEnableSkSLInliner = true;
+      // WebGL 1.0 doesn't support do-while loops.
+      shaderCaps->fCanUseDoLoops = version >= GR_GL_VER(2, 0);
     }
 }
 
diff --git a/src/sksl/SkSLCompiler.cpp b/src/sksl/SkSLCompiler.cpp
index f89ec2f..cc01495 100644
--- a/src/sksl/SkSLCompiler.cpp
+++ b/src/sksl/SkSLCompiler.cpp
@@ -701,11 +701,9 @@
     ProgramUsage* usage = program.fUsage.get();
 
     if (fErrorCount == 0) {
-        if (fContext->fCaps.enableSkSLInliner() || sInliner == OverrideFlag::kOn) {
-            // Run the inliner only once; it is expensive! Multiple passes can very occasionally
-            // shake out more wins, but it's diminishing returns.
-            fInliner.analyze(program.ownedElements(), program.fSymbols, usage);
-        }
+        // Run the inliner only once; it is expensive! Multiple passes can occasionally shake out
+        // more wins, but it's diminishing returns.
+        fInliner.analyze(program.ownedElements(), program.fSymbols, usage);
 
         while (this->removeDeadFunctions(program, usage)) {
             // Removing dead functions may cause more functions to become unreferenced. Try again.
diff --git a/src/sksl/SkSLUtil.h b/src/sksl/SkSLUtil.h
index 3698d40..73b5bd8 100644
--- a/src/sksl/SkSLUtil.h
+++ b/src/sksl/SkSLUtil.h
@@ -154,11 +154,6 @@
         return fNoDefaultPrecisionForExternalSamplers;
     }
 
-    bool fEnableSkSLInliner = true;
-    bool enableSkSLInliner() const {
-        return fEnableSkSLInliner;
-    }
-
     bool fFloatIs32Bits = true;
     bool floatIs32Bits() const {
         return fFloatIs32Bits;