Use bilinear filtering to reduce 16 taps to 9 for the regular path. This works because the middle weights are always between 0 and 1, allowing texture coordinates to be placed strategically to sample correct ratios. I'm not sure about the undistort path, so I've left that alone. Also remove weight normalization. I'm not seeing that make even a small difference. Intel HD Graphics 530, D3D11 644x478 -> 1323x1080: 1790 us -> 1279 us 1920x1080 -> 1280x720: 1301 us -> 918 us References: https://entropymine.com/imageworsener/bicubic/ http://vec3.ca/bicubic-filtering-in-fewer-taps/ http://developer.download.nvidia.com/books/HTML/gpugems/gpugems_ch24.html
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