Regardless of how this shader is restructured, the first int-to-float conversion is always hugely expensive. Why?pic.twitter.com/5Jw7kPKfP6
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@alexkan Crucially, whichever conversion happens *first* (gridPosition or offset) is much slower. iPhone 6. Can provide project.
@warrenm Yes, seeing the project would be helpful. Sounds like kernel launch overhead is getting grouped in with that first line, though.
@alexkan Definitely occurred to me. See image_desaturate in the sample code for this posthttp://metalbyexample.com/metal-performance-shaders-in-swift/ …
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