OpenGL: SSBO vs "Buffer Texture" vs "PBO / Texture" to feed compute shader
<p>I need to feed float data to a compute shader.</p>

<p>The 3 ways I see of doing that are:</p>

<ul>
<li>Shader Storage Buffer Objects</li>
<li>Buffer Texture</li>
<li>'classic' Texture (upload data to GPU using a PBO, then copy data to texture using glTexSubImage2D) and accessed as 'image2D' in the shader</li>
</ul>

<p>What are the pros / cons / performance of each technique ?</p>

<p>I don't need filtering, I just need to access the raw float data. Since SSBO and Buffer Texture are 1D, that means if my data is '2D', I need to compute the offsets myself.</p>