diff --git a/cogl/cogl-internal.h b/cogl/cogl-internal.h index 585220a1d..f38107ead 100644 --- a/cogl/cogl-internal.h +++ b/cogl/cogl-internal.h @@ -101,6 +101,8 @@ CoglTextureUnit * _cogl_get_texture_unit (int index_); void _cogl_destroy_texture_units (void); +guint +_cogl_get_max_texture_image_units (void); void _cogl_flush_face_winding (void); diff --git a/cogl/cogl-material.c b/cogl/cogl-material.c index 00c376fb5..65b7258d0 100644 --- a/cogl/cogl-material.c +++ b/cogl/cogl-material.c @@ -48,12 +48,6 @@ #include "../gles/cogl-gles2-wrapper.h" #endif -#ifdef HAVE_COGL_GLES -#define COGL_MATERIAL_MAX_TEXTURE_UNITS GL_MAX_TEXTURE_UNITS -#else -#define COGL_MATERIAL_MAX_TEXTURE_UNITS GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS -#endif - #ifdef HAVE_COGL_GL #define glActiveTexture ctx->drv.pf_glActiveTexture #define glClientActiveTexture ctx->drv.pf_glClientActiveTexture @@ -828,7 +822,7 @@ cogl_material_set_layer (CoglHandle material_handle, _cogl_material_pre_change_notify (material, FALSE, NULL); material->n_layers = g_list_length (material->layers); - if (material->n_layers >= COGL_MATERIAL_MAX_TEXTURE_UNITS) + if (material->n_layers >= _cogl_get_max_texture_image_units ()) { if (!(material->flags & COGL_MATERIAL_FLAG_SHOWN_SAMPLER_WARNING)) { @@ -1537,7 +1531,7 @@ _cogl_material_flush_layers_gl_state (CoglMaterial *material, layer->flags &= ~COGL_MATERIAL_LAYER_FLAG_DIRTY; - if ((i+1) >= COGL_MATERIAL_MAX_TEXTURE_UNITS) + if ((i+1) >= _cogl_get_max_texture_image_units ()) break; } diff --git a/cogl/cogl.c b/cogl/cogl.c index ca76641f5..387eac417 100644 --- a/cogl/cogl.c +++ b/cogl/cogl.c @@ -788,6 +788,36 @@ _cogl_destroy_texture_units (void) g_list_free (ctx->texture_units); } +/* + * This is more complicated than that, another pass needs to be done when + * cogl have a neat way of saying if we are using the fixed function pipeline + * or not (for the GL case): + * MAX_TEXTURE_UNITS: fixed function pipeline, a texture unit has both a + * sampler and a set of texture coordinates + * MAX_TEXTURE_IMAGE_UNITS: number of samplers one can use from a fragment + * program/shader (ARBfp1.0 asm/GLSL) + * MAX_VERTEX_TEXTURE_UNITS: number of samplers one can use from a vertex + * program/shader (can be 0) + * MAX_COMBINED_TEXTURE_IMAGE_UNITS: Maximum samplers one can use, counting both + * the vertex and fragment shaders + * + * If both the vertex shader and the fragment processing stage access the same + * texture image unit, then that counts as using two texture image units + * against the latter limit: http://www.opengl.org/sdk/docs/man/xhtml/glGet.xml + * + * Note that, for now, we use GL_MAX_TEXTURE_UNITS as we are exposing the + * fixed function pipeline. + */ +guint +_cogl_get_max_texture_image_units (void) +{ + GLint nb_texture_image_units; + + GE( glGetIntegerv(GL_MAX_TEXTURE_UNITS, &nb_texture_image_units) ); + + return nb_texture_image_units; +} + void cogl_push_matrix (void) {