I can't seem to find it if it exists.
I've run into a problem with uniform buffers where the gl spec gives a minimum size of only 1024 locations. Is there a set minumum to the number of locations i can reference in a shader for an SSBO? For instance, if I wanted to be able to access 10,000 mat4
s?
Also, on current modern hardware, is there a significant performance difference between using an SSBO vs using vertex buffers?
How would using SSBOs, VBOs or geometry shaders roughly compare? (This in context of storing/expanding vertices). I'll profile it if there isn't a general case answer.