Add note about uniform buffer size limit to Shading Language

This commit is contained in:
tetrapod00
2024-10-27 15:52:59 -07:00
parent 522bc83940
commit f911b1310a

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@@ -793,6 +793,19 @@ GDScript:
in the shader. It must match *exactly* to the name of the uniform in
the shader or else it will not be recognized.
.. note:: There is a limit to the total size of shader uniforms that you can use
in a single shader. On most desktop platforms, this limit is ``65536``
bytes, or 4096 ``vec4`` uniforms. On mobile platforms, the limit is
typically ``16384`` bytes, or 1024 ``vec4`` uniforms. Vector uniforms
smaller than a ``vec4``, such as ``vec2`` or ``vec3``, are padded to
the size of a ``vec4``. Scalar uniforms such as ``int`` or ``float``
are not padded, and ``bool`` is padded to the size of an ``int``.
Arrays count as the total size of their contents. If you need a uniform
array that is larger than this limit, consider packing the data into a
texture instead, since the *contents* of a texture do not count towards
this limit, only the size of the sampler uniform.
Any GLSL type except for *void* can be a uniform. Additionally, Godot provides
optional shader hints to make the compiler understand for what the uniform is
used, and how the editor should allow users to modify it.