Yes, I meant about the texture cache sizes.
According to the above two statements and the article link provided by ‘avidday’, I think the following is what I understood:
Texture Memory is a cache that is used while accessing the data from global memory. The reason behind using this cache is for efficient global memory access (since global memory itself is not cached). Binding is a procedure by which the 2D arrays residing in global memory are accessed via texture cache memory, because of the simple reason that transfer via a cache is more efficient than transfer without a cache. And this binding is done to texture memory because it is a multi-dimensional memory access unlike the linear global memory access.
Also, according to the following diagram, it may be assumed that L1 and/or L2 caches might be used when an array is accessed from global memory via texture (after the binding procedure is done).
1.) Let me know how can I quantitatively calculate the bandwidth/speed increase that I might achieve when I use texture memory.
2.) Correct me and add anything if I am wrong or missed something.