I've heard fetching a texture is quite expensive operation. But how much? like ten-times of arithmetic multiplication.
For instance, there are 3D-Look-up table technique to process an image which requires 3d texture fetch once:
http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter24.html
Even if the conversion can be achieved with only some matrix and vector product in shader, can I expect that 3D-LUT is still useful in terms of performance?
3D-LUT vs matrix/vector product is just an example. What I want to know is general way to estimate the overhead by texture fetch before measuring the exact running time. Or, is there something like 'cheat-sheet' for GLSL overhead?