
Originally Posted by
GClements
You can't count on an SSBO being large enough, even if AVGDEPTHCOMPLEXITY is only one. The minimum required value of GL_MAX_SHADER_STORAGE_BLOCK_SIZE is 224 = 16 MiB, while you require 1280*720*8*4 = ~28 MiB multiplied by AVGDEPTHCOMPLEXITY.
Using writeable ("image") textures may be preferable. E.g. 3 * 3D (or 2D-array) textures (2*GL_RGB32F plus 1*GL_RG32UI), each of size 1280*720*AVGDEPTHCOMPLEXITY. AFAICT, any 4.2 implementation is required to support that combination (constrained only by memory availability). Also, image textures only require 4.2, SSBOs require 4.3.