I'am having some questions about Image Image-LoadStore and SSBOs (and also UBO).
I will move solved Questions down to Facts.
Questions:
* why is a float[]-array not tighly packed when declared in a SSBO. ??? There is always a stride of sizeof(vec4).
* ... why does this make sense ???
* what are typical use-cased for the two ???
Facts (or educated-guesses):
* SSBO and Textures both reside in global memory? normally yes.
* Acces to SSBOs is uncached? only L2 cache.
* Acces to textures via LoadStore is cached (texture-cache)? yes, uses texture-Cache.
* The actual load and store via LoadStore is done by texturing-hardware? yes, uses texture-memory-pipeline.
* which of the two is more performant? texture-cache has better 2d-spacial-locality, but latency longer
* where do UBOs reside in memory? uniform-buffers reside in the constant-cache! (only 1-float per clock)
* can I also write to an Uniform-Buffer? no.