Texture Buffer Object and texture cache


GPUs tend to cache texture data on a “rectangular” basis when dealing with 2D textures, meaning pixels with close X or close Y coordinate value will have increasing chances to be in the texture cache.

How does that work with texture buffer objects with modern nVidia/AMD GPUs?

Thanks for your insight,

Buffer textures are by definition one dimensional. They cannot be cached in dimensions that they don’t have.

Think of buffer textures as just a way to read data from a buffer object. Since that’s pretty much what it is.