code: def _compute_texture_shape(self, size=1):
          
  
          # We should use this line but we may not have a GL context yet
          # linesize = gl.glGetInteger(gl.GL_MAX_TEXTURE_SIZE)
          linesize = 1024
          count = self._uniforms_float_count
          cols = 4 * linesize // int(count)
          rows = max(1, int(math.ceil(size / float(cols))))
          shape = rows, cols * (count // 4), count
          self._ushape = shape
          return shape
docs: Compute uniform texture shape