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Ditch a silly vertex count limit that only makes sense for GLES, so m…

…ove it there.
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hrydgard committed Nov 10, 2017
1 parent c32f505 commit 17d624d311c217e9b0a113ec315709a0101ecb38
Showing with 8 additions and 8 deletions.
  1. +0 −7 GPU/Common/SoftwareTransformCommon.cpp
  2. +8 −1 GPU/GLES/DrawEngineGLES.cpp
@@ -137,13 +137,6 @@ void SoftwareTransform(
bool throughmode = (vertType & GE_VTYPE_THROUGH_MASK) != 0;
bool lmode = gstate.isUsingSecondaryColor() && gstate.isLightingEnabled();
// TODO: Split up into multiple draw calls for GLES 2.0 where you can't guarantee support for more than 0x10000 verts.
#if defined(MOBILE_DEVICE)
if (vertexCount > 0x10000/3)
vertexCount = 0x10000/3;
#endif
float uscale = 1.0f;
float vscale = 1.0f;
if (throughmode) {
@@ -701,8 +701,15 @@ void DrawEngineGLES::DoFlush() {
params.allowSeparateAlphaClear = true;
int maxIndex = indexGen.MaxIndex();
int vertexCount = indexGen.VertexCount();
// TODO: Split up into multiple draw calls for GLES 2.0 where you can't guarantee support for more than 0x10000 verts.
#if defined(MOBILE_DEVICE)
if (vertexCount > 0x10000 / 3)
vertexCount = 0x10000 / 3;
#endif
SoftwareTransform(
prim, indexGen.VertexCount(),
prim, vertexCount,
dec_->VertexType(), inds, GE_VTYPE_IDX_16BIT, dec_->GetDecVtxFmt(),
maxIndex, drawBuffer, numTrans, drawIndexed, &params, &result);
ApplyDrawStateLate();

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