[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
+7 -3
View File
@@ -311,9 +311,13 @@ TEST(DirectVulkanSanity, ClampsAdvertisedTextureAndDrawBufferLimitsToFrontendSta
backend.ApplyVulkanCapabilitiesForTesting(highCaps);
const auto& highParams = backend.GetDynamicParameters();
EXPECT_EQ(highParams.MaxTextureImageUnits, MG_State::GLState::TextureState::MAX_TEXTURE_IMAGE_UNITS);
EXPECT_EQ(highParams.MaxVertexTextureImageUnits, MG_State::GLState::TextureState::MAX_TEXTURE_IMAGE_UNITS);
EXPECT_EQ(highParams.MaxComputeTextureImageUnits, MG_State::GLState::TextureState::MAX_TEXTURE_IMAGE_UNITS);
// Per-stage sampler limits clamp to the desktop-conventional per-stage cap (kept well under
// Blaze3D's 128-entry TEXTURES[] so Iris' unbind loop cannot index out of bounds); the combined
// limit clamps to the full texture-unit array capacity.
EXPECT_EQ(highParams.MaxTextureImageUnits, MG_State::GLState::TextureState::MAX_PER_STAGE_TEXTURE_IMAGE_UNITS);
EXPECT_EQ(highParams.MaxVertexTextureImageUnits, MG_State::GLState::TextureState::MAX_PER_STAGE_TEXTURE_IMAGE_UNITS);
EXPECT_EQ(highParams.MaxComputeTextureImageUnits, MG_State::GLState::TextureState::MAX_PER_STAGE_TEXTURE_IMAGE_UNITS);
EXPECT_LE(highParams.MaxTextureImageUnits, 128);
EXPECT_EQ(highParams.MaxCombinedTextureImageUnits, MG_State::GLState::TextureState::MAX_TEXTURE_IMAGE_UNITS);
EXPECT_EQ(highParams.MaxDrawBuffers, MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS);
EXPECT_EQ(highParams.MaxColorAttachments, MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS);