Ruban4Axis
Ruban4Axis

Reputation: 841

Optimize Fragment Shader

I want to optimize the fragment shader performance. Currently my fragment shader is

fragment half4 fragmen_shader_texture(VertexOutTexture vIn [[stage_in]],
                                       texture2d<half> texture [[texture(0)]]){

    constexpr sampler defaultSampler;

    half4 color =  half4(texture.sample(defaultSampler, vIn.textureCoordinates));


    return color;
}

The task of this is to return the texture color. Anyway to optimize more than this.

Upvotes: 0

Views: 261

Answers (1)

Columbo
Columbo

Reputation: 6766

No options for optimizing the fragment shader AFAICT, it's doing virtually nothing other than sampling the texture. However, depending on your situation, there still might be scope for optimization by:

  • Reducing bandwidth usage by using a more compact texture format (565 or 4444 instead of 8888, or better still 4-bit or 2-bit PVRTC).
  • Making sure that alpha blending is disabled if alpha blending is not required.
  • If the texture has lots of 'empty space' (e.g. think particle texture with a central circular blob and blank corners) then you could make sure the geometry fits it more tightly by rendering it as an Octagon rather than as a quad for instance.
  • Enable mipmapping if there's any possibility the image can be minimized. Disable more expensive mipmapping options like trilinear/anisotropic filtering.

Upvotes: 1

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