We are running a survey to help us improve the experience for all of our members. If you see the survey appear, please take the time to tell us about your experience if you can.
Hi,
Are dependent texture reads still an issue on ARM hardware? (I'm speaking about low-end OpenGL ES 3.0 HW).
Cheers.
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.