diff options
| author | Andre Weissflog <floooh@gmail.com> | 2023-02-15 19:27:08 +0100 |
|---|---|---|
| committer | Andre Weissflog <floooh@gmail.com> | 2023-02-15 19:27:08 +0100 |
| commit | e3417357f267242d5c455f72a17995821474e88f (patch) | |
| tree | cea04f436e983487b755a479ceddf72cf521f651 | |
| parent | 966f49bc3d2c56d5d7d50af217900dcc1868328f (diff) | |
| parent | 16079bc0314c7d0fdca7b92f2afa3ba0b91a5c17 (diff) | |
Merge branch 'allcreater-gl_texture_cache_fix'
| -rw-r--r-- | CHANGELOG.md | 8 | ||||
| -rw-r--r-- | sokol_gfx.h | 14 |
2 files changed, 16 insertions, 6 deletions
diff --git a/CHANGELOG.md b/CHANGELOG.md index 396ddc75..9fc029a9 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -1,5 +1,13 @@ ## Updates +- **15-Feb-2023**: A fix in the sokol_gfx.h GL backend: due to a bug in the + state cache, the GL backend could only bind a total of + SG_MAX_SHADERSTAGE_IMAGES (= 12) when it actually should be twice that amount + (12 per shader stage). Note however that the total amount of texture bindings + is still internally limited by the GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS + runtime variable (currently this is not exposed in sg_limits though). Many + thanks to @allcreater for PR https://github.com/floooh/sokol/pull/787. + - **13-Feb-2023**: The way logging works has been completely revamped in the sokol headers. UWP support has been removed from sokol_audio.h and sokol_app.h (this also means that the sokol headers no longer contain diff --git a/sokol_gfx.h b/sokol_gfx.h index 33ad91d4..c799baaa 100644 --- a/sokol_gfx.h +++ b/sokol_gfx.h @@ -4069,6 +4069,8 @@ typedef struct { GLuint texture; } _sg_gl_texture_bind_slot; +#define _SG_GL_IMAGE_CACHE_SIZE (SG_MAX_SHADERSTAGE_IMAGES * SG_NUM_SHADER_STAGES) + typedef struct { sg_depth_state depth; sg_stencil_state stencil; @@ -4086,7 +4088,7 @@ typedef struct { GLuint stored_vertex_buffer; GLuint stored_index_buffer; GLuint prog; - _sg_gl_texture_bind_slot textures[SG_MAX_SHADERSTAGE_IMAGES]; + _sg_gl_texture_bind_slot textures[_SG_GL_IMAGE_CACHE_SIZE]; _sg_gl_texture_bind_slot stored_texture; int cur_ib_offset; GLenum cur_primitive_type; @@ -6719,7 +6721,7 @@ _SOKOL_PRIVATE void _sg_gl_cache_active_texture(GLenum texture) { } _SOKOL_PRIVATE void _sg_gl_cache_clear_texture_bindings(bool force) { - for (int i = 0; (i < SG_MAX_SHADERSTAGE_IMAGES) && (i < _sg.gl.max_combined_texture_image_units); i++) { + for (int i = 0; (i < _SG_GL_IMAGE_CACHE_SIZE) && (i < _sg.gl.max_combined_texture_image_units); i++) { if (force || (_sg.gl.cache.textures[i].texture != 0)) { GLenum gl_texture_slot = (GLenum) (GL_TEXTURE0 + i); glActiveTexture(gl_texture_slot); @@ -6743,7 +6745,7 @@ _SOKOL_PRIVATE void _sg_gl_cache_bind_texture(int slot_index, GLenum target, GLu target=0 will unbind the previous binding, texture=0 will clear the new binding */ - SOKOL_ASSERT(slot_index < SG_MAX_SHADERSTAGE_IMAGES); + SOKOL_ASSERT((slot_index >= 0) && (slot_index < _SG_GL_IMAGE_CACHE_SIZE)); if (slot_index >= _sg.gl.max_combined_texture_image_units) { return; } @@ -6764,12 +6766,12 @@ _SOKOL_PRIVATE void _sg_gl_cache_bind_texture(int slot_index, GLenum target, GLu } _SOKOL_PRIVATE void _sg_gl_cache_store_texture_binding(int slot_index) { - SOKOL_ASSERT(slot_index < SG_MAX_SHADERSTAGE_IMAGES); + SOKOL_ASSERT((slot_index >= 0) && (slot_index < _SG_GL_IMAGE_CACHE_SIZE)); _sg.gl.cache.stored_texture = _sg.gl.cache.textures[slot_index]; } _SOKOL_PRIVATE void _sg_gl_cache_restore_texture_binding(int slot_index) { - SOKOL_ASSERT(slot_index < SG_MAX_SHADERSTAGE_IMAGES); + SOKOL_ASSERT((slot_index >= 0) && (slot_index < _SG_GL_IMAGE_CACHE_SIZE)); _sg_gl_texture_bind_slot* slot = &_sg.gl.cache.stored_texture; if (slot->texture != 0) { /* we only care restoring valid ids */ @@ -6782,7 +6784,7 @@ _SOKOL_PRIVATE void _sg_gl_cache_restore_texture_binding(int slot_index) { /* called from _sg_gl_destroy_texture() */ _SOKOL_PRIVATE void _sg_gl_cache_invalidate_texture(GLuint tex) { - for (int i = 0; i < SG_MAX_SHADERSTAGE_IMAGES; i++) { + for (int i = 0; i < _SG_GL_IMAGE_CACHE_SIZE; i++) { _sg_gl_texture_bind_slot* slot = &_sg.gl.cache.textures[i]; if (tex == slot->texture) { _sg_gl_cache_active_texture((GLenum)(GL_TEXTURE0 + i)); |