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