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Look into swapping some volume textures with 2d texture arrays for optimization #35

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@Wumpf

Various sources, old and new, claim that on Nvidia hardware 3D textures are actually 2d slices!
http://www-ppl.ist.osaka-u.ac.jp/research/papers/201405_sugimoto_pc.pdf
https://www.sciencedirect.com/science/article/pii/S2468502X1730027X#fig1
https://forum.unity.com/threads/improving-performance-of-3d-textures-using-texture-arrays.725384/#post-4849571
For Intel this is directly documented
https://www.x.org/docs/intel/BYT/intel_os_gfx_prm_vol5_-_memory_views.pdf
Wasn't able to find anything on AMD, but there is sources implying the layered nature
"Two bilinear fetches are required when sampling from a volume texture with bilinear
filtering"

It stands to reason that making the layering explicit by using 2d texture arrays there should be some room for optimization!

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