[Fix] (MG_Backend/DirectVulkan+DirectGLES, MG_State): cap per-stage GL_MAX_TEXTURE_IMAGE_UNITS to 32

Adreno/Qualcomm report a huge maxPerStageDescriptorSampledImages, and the
per-stage texture-unit limits were clamped only to the combined array capacity
(TextureState::MAX_TEXTURE_IMAGE_UNITS = 192). glGetIntegerv thus advertised 192
for GL_MAX_TEXTURE_IMAGE_UNITS, but host code treats it as an array bound:
Minecraft's Blaze3D GlStateManager.TEXTURES[] holds 128 entries and Iris iterates
[0, GL_MAX_TEXTURE_IMAGE_UNITS) over it in CompositeRenderer.renderAll, throwing
ArrayIndexOutOfBoundsException: Index 128 out of bounds for length 128.

Introduce MAX_PER_STAGE_TEXTURE_IMAGE_UNITS = 32 (desktop-driver value) and clamp
the per-stage sampler limits to it in both backends (DirectGLES previously did not
clamp at all), keeping the combined limit at the array capacity. Update SanityTest.
This commit is contained in:
2026-07-10 21:53:04 -04:00
parent 5e8106114f
commit f892f609c2
4 changed files with 42 additions and 10 deletions
@@ -718,11 +718,21 @@ namespace MobileGL::MG_Backend::DirectVulkan {
m_dynamicParameters.MaxSampleMaskWords = m_vulkanCaps.MaxSampleMaskWords;
const Int maxSupportedTextureUnits =
static_cast<Int>(MG_State::GLState::TextureState::MAX_TEXTURE_IMAGE_UNITS);
m_dynamicParameters.MaxTextureImageUnits = std::min(m_vulkanCaps.MaxTextureImageUnits, maxSupportedTextureUnits);
// GL_MAX_TEXTURE_IMAGE_UNITS is a *per-stage* sampler limit. Adreno/Qualcomm report a huge
// maxPerStageDescriptorSampledImages (descriptor-indexing scale), so clamping it only to our
// combined array capacity (192) still advertises 192 per stage. Host code treats this value as
// an array bound: Minecraft's Blaze3D GlStateManager.TEXTURES[] holds 128 entries and Iris
// iterates [0, GL_MAX_TEXTURE_IMAGE_UNITS) over it (CompositeRenderer.renderAll), so any value
// > 128 throws ArrayIndexOutOfBoundsException. Match desktop drivers (32) for the per-stage
// limits while keeping the combined limit at our texture-unit array capacity.
constexpr Int maxPerStageTextureUnits =
static_cast<Int>(MG_State::GLState::TextureState::MAX_PER_STAGE_TEXTURE_IMAGE_UNITS);
m_dynamicParameters.MaxTextureImageUnits =
std::min(m_vulkanCaps.MaxTextureImageUnits, maxPerStageTextureUnits);
m_dynamicParameters.MaxVertexTextureImageUnits =
std::min(m_vulkanCaps.MaxVertexTextureImageUnits, maxSupportedTextureUnits);
std::min(m_vulkanCaps.MaxVertexTextureImageUnits, maxPerStageTextureUnits);
m_dynamicParameters.MaxComputeTextureImageUnits =
std::min(m_vulkanCaps.MaxComputeTextureImageUnits, maxSupportedTextureUnits);
std::min(m_vulkanCaps.MaxComputeTextureImageUnits, maxPerStageTextureUnits);
m_dynamicParameters.MaxCombinedTextureImageUnits =
std::min(m_vulkanCaps.MaxCombinedTextureImageUnits, maxSupportedTextureUnits);
// Never advertise more attributes than the state layer can store: the current-value array and