if we have more than 16K of UBO data, we now use a "out of band" buffer on the heap instead of the command stream, which has limited space. to minimize the heap allocation we use a simple pool allocator that recycles a few heap buffers (per Scene).
if we have more than 16K of UBO data, we now use a "out of band" buffer on the heap instead of the command stream, which has limited space. to minimize the heap allocation we use a simple pool allocator that recycles a few heap buffers (per Scene).