Use 16 bit indices on phones that dont support 32, fixes #19797

This commit is contained in:
Juan Linietsky 2019-01-18 17:30:12 -03:00
parent 0c54e6344b
commit 682fdf0f74
3 changed files with 20 additions and 3 deletions

View file

@ -317,9 +317,17 @@ void RasterizerCanvasGLES2::_draw_polygon(const int *p_indices, int p_index_coun
}
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
if (storage->config.support_32_bits_indices) { //should check for
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(int) * p_index_count, p_indices);
glDrawElements(GL_TRIANGLES, p_index_count, GL_UNSIGNED_INT, 0);
} else {
uint16_t *index16 = (uint16_t *)alloca(sizeof(uint16_t) * p_index_count);
for (int i = 0; i < p_index_count; i++) {
index16[i] = uint16_t(p_indices[i]);
}
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(uint16_t) * p_index_count, index16);
glDrawElements(GL_TRIANGLES, p_index_count, GL_UNSIGNED_SHORT, 0);
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);

View file

@ -4658,6 +4658,13 @@ void RasterizerStorageGLES2::initialize() {
#else
config.use_rgba_2d_shadows = !(config.float_texture_supported && config.extensions.has("GL_EXT_texture_rg"));
#endif
#ifdef GLES_OVER_GL
config.support_32_bits_indices = true;
#else
config.support_32_bits_indices = config.extensions.has("GL_OES_element_index_uint");
#endif
frame.count = 0;
frame.delta = 0;
frame.current_rt = NULL;

View file

@ -78,6 +78,8 @@ public:
bool force_vertex_shading;
bool use_rgba_2d_shadows;
bool support_32_bits_indices;
} config;
struct Resources {