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Add note about uniform buffer size limit to Shading Language

tetrapod00 9 months ago
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f911b1310a
1 changed files with 13 additions and 0 deletions
  1. 13 0
      tutorials/shaders/shader_reference/shading_language.rst

+ 13 - 0
tutorials/shaders/shader_reference/shading_language.rst

@@ -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.