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barotto 2022-11-25 16:48:40 +01:00 committed by GitHub
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@ -110,7 +110,7 @@ we were passing an insane amount of attributes and varyings to deal with this be
The way the old shader system deals with limits is quite naive. The way the old shader system deals with limits is quite naive.
There is a hard limit of 8 when referencing other passes and older frames. There is a hard limit of 8 when referencing other passes and older frames.
There is no reason why we should have arbitrary limits like these. There is no reason why we should have arbitrary limits like these.
Part of the reason is C where dealing with dynamic memory is more painful than is should be so it was easier to take the lazy way out. Part of the reason is C where dealing with dynamic memory is more painful than it should be so it was easier to take the lazy way out.
#### Tacked on format handling #### Tacked on format handling