On Thursday, January 17, 2013 16:31:57 Renk Thorsten wrote: > > For example here on an nvidia 8800GT with 313.09 linux driver I have: > > > > MAX_VERTEX_UNIFORM_COMPONENTS 4096 > > MAX_FRAGMENT_UNIFORM_COMPONENTS 2048 > > Nevertheless, that would make 50 seem a rather harmless number. Especially > when I'm going to assume that no one with a much older card will be able to > run a shader with 6 overlay textures in anything resembling a usable > framerate anyway. > > So I will for the time being consider a number of below 100 uniforms > harmless, and we can change strategy once actual problems crop up. Any > objections? Yes. Any uniform needs to be handled by the driver. And any of them takes cpu cycles to load. I think having lots of them is one factor that accounts for the long draw times I see here. Looking at profiles the function collecting them and putting it into a buffer for use in the gpu is always in the top 5 functions on the cpu where exactly this takes a lot of cpu time. So, just putting a lot of uniforms somewere because the maximum allowed number is so far away is not a good idea. Mathias
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