Original Post
Hello.
I have a pixel shader which just samples from a texture and return the value.
Depending from size of the texture, performance is degraded dramatically (sure, the output size is constant). I used 640x480px and 3800x2800px textures.
Why? And how I can improve the performance?
P.S. I have tried to generate mipmaps, but it doesn't helps.
Thanks, Daniel
I have a pixel shader which just samples from a texture and return the value.
Depending from size of the texture, performance is degraded dramatically (sure, the output size is constant). I used 640x480px and 3800x2800px textures.
Why? And how I can improve the performance?
P.S. I have tried to generate mipmaps, but it doesn't helps.
Thanks, Daniel