virtual unsigned GetMaximumBatchCount(Primitive* prim) = 0;
GetMaximumBatchCount returns the maximum number of batches, based on the number of available uniforms, and the number required per-batch (on shader-platforms). The MeshCacheParams can lower the return value of this function further.
If the user modifies the shader type, during the emit step (eg. with the PushUserData API), and this changes uniform usage, they must account for this, to return the minimum possible batch count, based on any possible modification.
Parameters |
Description |
Primitive* prim |
The available primitives. |
The maximum number of batches.