i965: Work around incorrect usage of glDrawRangeElements in UE4
Unreal Engine 4 has a bug in usage of glDrawRangeElements, causing it to be called with a number of vertices in place of "end" parameter (which specifies the maximum array index contained in indices). See UE4/SlateOpenGLRenderingPolicy.cpp#L323
Since there is unknown amount of games affected and we
could not identify that a game is built with UE4 - we are
forced to make a blanket workaround, disregarding max_index
in range
calculations.
This was uncovered after b684030c broke a bunch of UE4 games.
Cc: 20.1 mesa-stable@lists.freedesktop.org
Closes: #2917 (closed)