I know GPU prefetches textures and that's why dependent texture reads are slower, but how does it work and at what point that happens?

EDIT: Split the content of this question into others as suggested by trichoplax Here's a link to other questions:

How does Texture Cache work considering multiple shader units

How does Texture Cache work in Tile Based Rendering GPU

Is using many texture maps bad for caching?


closed as too broad by Nathan Reed, trichoplax, Alan Wolfe, user80, Martin Ender Aug 30 '15 at 18:52

Please edit the question to limit it to a specific problem with enough detail to identify an adequate answer. Avoid asking multiple distinct questions at once. See the How to Ask page for help clarifying this question. If this question can be reworded to fit the rules in the help center, please edit the question.

  • $\begingroup$ This seems like several interesting questions in one. At least (4), (5) and (6) sound like independent questions, and maybe (2) and (3) could be a single question. I'd upvote any of those as separate questions, but all in one it seems too broad. $\endgroup$ – trichoplax Aug 26 '15 at 22:31
  • $\begingroup$ Ok! Will do separates and then delete this. thx! $\endgroup$ – Felipe Lira Aug 26 '15 at 22:34
  • $\begingroup$ Actually, I just edited this and kept link to others. $\endgroup$ – Felipe Lira Aug 26 '15 at 22:54