In glBindImageTexture()
, access
can be GL_READ_ONLY
, GL_WRITE_ONLY
, or GL_READ_WRITE
.
I assume that these should match the readonly
and writeonly
qualifiers on image units (eg. image2D
or imageBuffer
) in GLSL.
I haven't noticed any difference when setting readonly or writeonly (2013, NVIDIA 319.49 drivers). Granted, I might not be doing anything that would otherwise cause a slowdown and hence don't see any improvement. These qualifiers may also simply be ignored by current GL implementations.
- In what cases could a GL implementation make use of readonly/writeonly, why do they exist?
Cache coherency comes to mind, but don't the coherent
/volatile
qualifiers cover this already? I've used these and they appear to work.
- Has anyone experienced a difference in performance or results when using readonly/writeonly, how important are they?
Don't be afraid to reply if it's been years, I'm interested to know and I'm sure others are too.