There's definitely mixed support for (I'll call them) full-size UBOs.
Since you seem ok choosing a subset of machines to support, it's worth
checking the limits on those machines. I bet the OpenGL drivers on
those machines likely do support full-size UBOs, though it seems like
ANGLE has limits on the smaller side when running on D3D, as it does
on most all Windows machines. It may be worth investigating checking
whether this is a hard limit coming out of D3D11, or just a design
choice in ANGLE.
Depending on your access patterns, you may be able to get away with
mapping offset->(x,y) for a 2D texture fetch. However, if you do very
random access into it, perf may be subpar this way.
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