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Question about vertex limitation OpenGL ES API

Hello ARM.

I have a question about vertex limitation of Mali devices.

According to document below

https://community.arm.com/developer/tools-software/graphics/b/blog/posts/memory-limits-with-vulkan-on-mali-gpus

I can found there is a solution(temporary workaround?) to avoid DEVICE_LOST issue with LARGE VERTEX COUNT cases.

However, what about OpenGL ES cases?

If we use GLES API, do we need to do same WA? (like call glBindFrameBuffer)

or Mali GLES driver already has a logic internally for this issue?

Thank you in advance.

Cheers!

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  • Hi HolyPig, 

    OpenGL ES will handle this automatically for cases where it it knows the primitive counts at draw call time. The main area where it cannot are indirect draws (glDrawElementsIndirect()) as the indirect buffer is usually filled asynchronously and not populated at the time the draw is made. 

    HTH, 
    Pete

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  • Hi HolyPig, 

    OpenGL ES will handle this automatically for cases where it it knows the primitive counts at draw call time. The main area where it cannot are indirect draws (glDrawElementsIndirect()) as the indirect buffer is usually filled asynchronously and not populated at the time the draw is made. 

    HTH, 
    Pete

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