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Hi,
Are dependent texture reads still an issue on ARM hardware? (I'm speaking about low-end OpenGL ES 3.0 HW).
Cheers.
Thanks for the quick answer! Just to clarify my question: with dependent texture reads I meant the ability of old OpenGL 2.0 devices to pre-fetch texture data before even running the fragment shader IF the texture coordinates were used unchanged in the fragment shader.
Don't think Mali ever did that - with enough threads running you don't need to bother.
Cool thanks! This was a common performance optimization on PowerVR OpenGL 2.0 HS (old iPhones too). So was wondering how that did apply here.