Ditch a silly vertex count limit that only makes sense for GLES, so move it there.

This commit is contained in:
Henrik Rydgård 2017-11-10 15:59:36 +01:00
parent c32f505b58
commit 17d624d311
2 changed files with 8 additions and 8 deletions

View File

@ -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) {

View File

@ -701,8 +701,15 @@ rotateVBO:
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();