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Is there any OpenGL ES 2.0 level hardware where dependent texture reads/dynamic texture lookup will not incur overhead?

Apple recommends avoiding dynamic texture lookups since it increases the latency of accessing memory when sampling from the texture.

Is this a problem specific to the GPU hardware Apple uses in their devices or is this just a general problem with all OpenGL ES 2.0 level hardware? i.e, how does the Adreno GPU family handle dependent texture reads?

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On a related note, I've seen in other places that dependent texture reads should not be a problem on GLES3 hardware, which I suppose is becoming the new "common". (I haven't found an official source for this but have seen it mentioned in various places.)user8709

1 Answers

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The A7 and newer 64bit chips do not have dynamic texture lookup overhead, but these are ogles 3.0 devices. The older chips do have the additional overhead.