[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
@@ -37,7 +37,13 @@ namespace MobileGL::MG_State::GLState {
class TextureState {
public:
// Capacity of the combined texture-unit state arrays (indexed by glActiveTexture unit).
static constexpr int MAX_TEXTURE_IMAGE_UNITS = 192;
// Per-stage sampler limit advertised through GL_MAX_TEXTURE_IMAGE_UNITS /
// GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS. Held at the desktop-driver value (32) so it never exceeds
// host-side fixed arrays sized off this query -- e.g. Minecraft's 128-entry Blaze3D
// GlStateManager.TEXTURES[], which Iris iterates over in CompositeRenderer.renderAll.
static constexpr int MAX_PER_STAGE_TEXTURE_IMAGE_UNITS = 32;
TextureState();
void GenerateNames(Uint number, Vector<Uint>& textures);