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Code: master latest, sample project
Renderer: Metal
At RenderDeviceMetal.mm line 797, ouzel reset shaderConstantBuffer.offset = 0 if offset larger than it's size. But what if the shader buffer contains data which is committed yet.
I wrote a demo to draw 10k sprites with different uniforms, and only half of them are drawn correctly.
As shader buffer size is 1024 * 1024, and buffer alignment is 256, 1024 * 1024 = 256* (4*1024), it holds 4k uniforms at most.
The text was updated successfully, but these errors were encountered:
Code: master latest, sample project
Renderer: Metal
At RenderDeviceMetal.mm line 797, ouzel reset shaderConstantBuffer.offset = 0 if offset larger than it's size. But what if the shader buffer contains data which is committed yet.
I wrote a demo to draw 10k sprites with different uniforms, and only half of them are drawn correctly.
As shader buffer size is 1024 * 1024, and buffer alignment is 256, 1024 * 1024 = 256* (4*1024), it holds 4k uniforms at most.
The text was updated successfully, but these errors were encountered: