Hi.I am experimenting with a single dynamic uniform buffer (VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC) shared between different shaders, each of the shaders has a single uniform buffer but the size of those uniform buffers can vary from shader to shader (from 100 to 1500 bytes approximately).Hence the question: in the descriptor write (which I do only once) - what are the consequences of setting an arbitrary/arbitrary large range for VkDescriptorBufferInfo value?E.g. let's say I have two shaders A and B. In scope of a single frame first render happens with shader A, second with B. A uses uniform buffer of 128 bytes. B use uniform buffer of 1024 bytes. Both A and B use same descriptor set with different dynamic offsets (0 and 128). Would VkDescriptorBufferInfo.range value of 1024 (the size of the larger buffer) be a valid one? Does it have a negative performance impact while rendering A, since A uses only 128 bytes uniform buffer?In general what is the recommended strategy of choosing VkDescriptorBufferInfo.range while aiming to have a single dynamic uniform buffer used for different shaders with different uniform buffer sizes?
Regards,Aleksei
Thank you for the answer!