I ve been tuning my game s renderer for my laptop, which has a Radeon HD 3850. This chip has a decent amount of processing power, but rather limited memory bandwidth, so I ve been trying to move more shader work into fewer passes.
Previously, I was using a simple multipass model:
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Bind and clear FP16 blend buffer (with depth buffer)
- Depth-only pass
- For each light, do an additive light pass
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Bind backbuffer, use blend buffer as a texture
- Tone mapping pass
In an attempt to improve the performance of this method, I wrote a new rendering path that counts the number and type of lights to dynamically build custom GLSL shaders. These shaders accept all light parameters as uniforms and do all lighting in a single pass. I was expecting to run into some kind of limit, so I tested it first with one light. Then three. Then twenty-one, with no errors or artifacts, and with great performance. This leads me to my actual questions:
Is the maximum number of uniforms retrievable?
Is this method viable on older hardware, or are uniforms much more limited?
If I push it too far, at what point will I get an error? Shader compilation? Program linking? Using the program?