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Member Since 06 Sep 2012
Offline Last Active Oct 25 2012 08:03 AM

Topics I've Started

Efficient way to handle multiple texture fetches in shader?

09 September 2012 - 03:07 AM


I have a fragment shader program, which has to sample a grid of texels (about 16x16) around the center texel of a texture. This happens for every texel in the texture.
As expected these many texture fetches per fragment affects the performance of the program. I was wondering if there are any ways to optimize these fetches for better performance.

I understand that if the texels fetched are used for a simple linear weighting operation(such as a gaussian filter), one can do lesser number of fetches and by using of GL_LINEAR sampling and sampling in between two texels rather than at the actual positions. But are there any other methods for operations more complicated than weighted sums?