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Dependent texture reads performance

Hi,

Are dependent texture reads still an issue on ARM hardware? (I'm speaking about low-end OpenGL ES 3.0 HW).

Cheers.

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  • 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.

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  • 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.

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