Implement max elements indices and vertices.
ES3 has integer queries for the maximum recommended number
of vertices and indices per draw call. These are roughly
correlated to D3D's resource limits -- however, while ES3
has recommended limits D3D has hard limits.
Change-Id: Ib653bc27e61607c78d0c5e70b0d97fea7af6464f
Reviewed-on: https://chromium-review.googlesource.com/179670
Reviewed-by: Shannon Woods <shannonwoods@chromium.org>
Reviewed-by: Nicolas Capens <nicolascapens@chromium.org>
Commit-Queue: Nicolas Capens <nicolascapens@chromium.org>
Tested-by: Nicolas Capens <nicolascapens@chromium.org>
diff --git a/src/libGLESv2/Context.cpp b/src/libGLESv2/Context.cpp
index db2ddb3..2c4ffe8 100644
--- a/src/libGLESv2/Context.cpp
+++ b/src/libGLESv2/Context.cpp
@@ -1688,6 +1688,8 @@
case GL_MAX_COMBINED_UNIFORM_BLOCKS: *params = getMaximumCombinedUniformBufferBindings(); break;
case GL_MAJOR_VERSION: *params = mClientVersion; break;
case GL_MINOR_VERSION: *params = 0; break;
+ case GL_MAX_ELEMENTS_INDICES: *params = mRenderer->getMaxRecommendedElementsIndices(); break;
+ case GL_MAX_ELEMENTS_VERTICES: *params = mRenderer->getMaxRecommendedElementsVertices(); break;
case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: *params = 0; UNIMPLEMENTED(); break;
case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
params[0] = mNumCompressedTextureFormats;
@@ -2227,6 +2229,8 @@
case GL_NUM_EXTENSIONS:
case GL_MAJOR_VERSION:
case GL_MINOR_VERSION:
+ case GL_MAX_ELEMENTS_INDICES:
+ case GL_MAX_ELEMENTS_VERTICES:
{
*type = GL_INT;
*numParams = 1;