I'm sort of struggling to understand the conceptual difference between uniform buffers and push constants. From what I can gather by reading the spec, the main differences are:
- Uniform buffers can be much larger than push constants.
- UBOs use std140, PCs use std430.
- UBOs can be updated at any time with vkCmdUpdateBuffer (or host mapping) and persist their values otherwise, PCs have to be re-pushed for each render pass. (Which surprised me - based on the name. I thought I would literally be updating constants in the pipeline in-place, and have those changes persist)
In my scenario, I have about ~200 bytes worth of data that I expect to be mostly constant. That is, I will change them very infrequently. Would it be better to (assuming the size permits) use push constants even though I have to re-send them in every command buffer? Or would it be better to use a 200-byte UBO and only update it infrequently with vkCmdUpdatebuffer?
Also. what if I have e.g. a float random_seed
that I will update every time the shader is run? Assuming I already have a UBO, would it be better to lump that in with the UBO, even though the rest of the UBO is constant, or would I gain a benefit from using push constants for specifically this variable, so I can avoid having to vkCmdUpdateBuffer before every render pass?