Skip to content

Commit

Permalink
Increased max draw calls per render loop.
Browse files Browse the repository at this point in the history
  • Loading branch information
afritz1 committed Aug 3, 2024
1 parent 8fd40b1 commit 5855ce9
Show file tree
Hide file tree
Showing 2 changed files with 5 additions and 1 deletion.
3 changes: 3 additions & 0 deletions OpenTESArena/src/Rendering/RenderEntityChunkManager.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -394,6 +394,9 @@ void RenderEntityChunkManager::rebuildDrawCallsList()
{
this->drawCallsCache.clear();

// @todo: puddles don't show reflections of entities in later chunks, maybe need to sort chunks far->near by distance sqr,
// not just entities per-chunk in EntityVisibilityChunk.

// Assumed to be sorted during entity visibility calculations.
for (size_t i = 0; i < this->activeChunks.size(); i++)
{
Expand Down
3 changes: 2 additions & 1 deletion OpenTESArena/src/Rendering/SoftwareRenderer.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -4104,7 +4104,8 @@ void SoftwareRenderer::submitFrame(const RenderCamera &camera, const RenderFrame
const BufferView<const RenderDrawCall> drawCalls = commandBuffer.entries[commandIndex];
int startDrawCallIndex = 0;
int remainingDrawCallCount = drawCalls.getCount();
constexpr int maxDrawCallsPerLoop = 4096;
constexpr int maxDrawCallsPerLoop = 8192;
static_assert(maxDrawCallsPerLoop <= MAX_WORKER_DRAW_CALLS_PER_LOOP);

while (remainingDrawCallCount > 0)
{
Expand Down

0 comments on commit 5855ce9

Please sign in to comment.