My shader accesses two different sets of data. I’ve got a texture bound to a first samplerBuffer object used in vertex/geometry shaders, and another texture bound to another samplerBuffer, used in the fragment shader. samplerBuffer = I’m using texture buffer objects in both cases.
I am suddenly starting to wonder if I shouldn’t use only one samplerBuffer to improve performance. I fear that concurrently reading data from both samplerBuffer #0 and #1 might constantly invalidate the cache (ouch).
My application is meant to run on Fermi or Radeon HD 5xxx or later hardware. Profiling can be done but I am running out of time now, so I prefer to ask the question in this forum