I assume it would be faster to change render targets than FBOs:
glBindMultiTextureEXT(GL_TEXTURE0, GL_TEXTURE_2D, _tex1);
glBindMultiTextureEXT(GL_TEXTURE0, GL_TEXTURE_2D, _tex0);
Is this valid? Are there any cases where this will not work?
Also, is there any point in calling glTextureBarrierNV() between the two passes, given they are different textures?
(I’m only targeting NV GPUs, GT280 or higher)
[Edit:] A related question is whether glBlitFramebuffer (for AA resolve) can be done between two render targets of the same FBO, and whether there would be any speed improvement.