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  1. community.khronos.org

    There is a distinction between the amount of uniform components in the default uniform block and the default block plus user defined uniform blocks. You can query the default uniform component limits with glGetInteger*() and GL_MAX_ stage _UNIFORM_COMPONENTS (where stage is either one of VERTEX,FRAGMENT,GEOMETRY, TESS_CONTROL or TESS_EVALUATION). The number of 4-component uniform vectors is ...
  2. community.khronos.org

    Hi, I have two questions regarding total uniform storage available to shaders. By total, I mean the size of the default and user-defined uniform blocks (eg. ARB_uniform_buffer_object). A) The driver can expose different values/limits for vertex, tessellation, geometry and fragment shaders, eg.: MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS, MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS, MAX_COMBINED ...
  3. Note: For legacy reasons, the enumerator for the fragment shader equivalent is called GL_MAX_TEXTURE_IMAGE_UNITS.No "FRAGMENT".GL_MAX_*_IMAGE_UNIFORMS (requires GL 4.2/ARB_shader_image_load_store) The maximum number of image variables for this shader stage. The OpenGL-required minimum is 8 for fragment and compute shaders, and 0 for the rest. This means implementations may not allow you to use ...
  4. registry.khronos.org

    GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS. data returns a single value, the maximum number of atomic counters available to tessellation control shaders. GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS. data returns one value, the maximum supported number of image variables in tesselation control shaders. GL_MAX_TESS_CONTROL_INPUT_COMPONENTS
  5. In the following, n refers to the value of GL_MAX_type_BUFFER_BINDINGS. GL_MAX_type_BUFFER_BINDINGS (integer) The maximum number of buffer bindings. GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS (integer, minimum is 8) The maximum number of shader storage buffer binding points on the context.
  6. There is a maximum output patch size, defined by GL_MAX_PATCH_VERTICES; the vertices output qualifier must be less than this value. The minimum required limit is 32. There are other limitations on output size, however. The number of components for active per-vertex output variables may not exceed GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS. The ...
  7. stackoverflow.com

    Can I address more than GL_MAX_VERTEX_UNIFORM_COMPONENTS components if the components are used with low precision? No. You might be able to manually pack multiple data elements into a component, for example 4 bytes or 2 shorts into one 32 Bit integer (assuming your implementation supports 32Bit integers, OpenGL ES 2.0 implementations are not ...

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