Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Reduce the number of samplers used by the scene shaders #86219

Merged
merged 1 commit into from
Dec 16, 2023

Conversation

clayjohn
Copy link
Member

Fixes: #86155

The hard limit for Apple devices is 16 samplers per stage. So we need to ensure we use less than that.

Luckily this didn't require much work. Most of the "default" samplers were never used and the ones without mipmaps are the same between the user-defined values and the "default" ones. We

I tested this with the Vulkan capabilities simulator enabled to ensure that it will work on devices which have a cap of 16.

The hard limit for Apple devices is 16 samplers per stage. So we need to ensure we use less than that
Copy link
Contributor

@YuriSizov YuriSizov left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Would it makes sense to add a comment somewhere in these files to indicate that we shouldn't exceed 16 samplers, for future readers?

@YuriSizov
Copy link
Contributor

YuriSizov commented Dec 16, 2023

Just to be clear, this is not a blocking suggestion, and I'll merge this PR in a second as is. (And I don't expect anyone to update their PR on a Saturday 🙃 )

@YuriSizov YuriSizov merged commit 2d0ee20 into godotengine:master Dec 16, 2023
15 checks passed
@YuriSizov
Copy link
Contributor

Thanks for a quick fix!

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

Successfully merging this pull request may close these issues.

Vulkan Forward+ shader fails to compile on Mac
2 participants