Does anyone have a good rule of thumb about when it’s better to use a LUT texture vs. doing analytic calculations in a fragment shader?
Yeah, the problem here is all the branchiness in the calculation. Summed area is pretty branchy no matter how I slice it :(
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Also it’d be a win for maintainability…optimized summed area code is impenetrable. Precomputation lets me use slow, readable code :)
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Does the LUT need to be filtered? If not, can it fit in constant memory?
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Filtering would probably improve appearance a bit, but I highly doubt it’s visible. Haven’t tried constant memory; might be a good idea!
End of conversation
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