Cache (computing): Difference between revisions

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==={{Anchor|GPU}}GPU cache===
Earlier [[graphics processing unit]]s (GPUs) often had limited read-only [[texture cache]]s and used [[Swizzlingswizzling (computer graphics)|swizzling]] to improve 2D [[locality of reference]]. [[Cache miss]]es would drastically affect performance, e.g. if [[mipmapping]] was not used. Caching was important to leverage 32-bit (and wider) transfers for texture data that was often as little as 4 bits per pixel.
 
As GPUs advanced, supporting [[general-purpose computing on graphics processing units]] and [[compute kernel]]s, they have developed progressively larger and increasingly general caches, including [[instruction cache]]s for [[shader]]s, exhibiting functionality commonly found in CPU caches. These caches have grown to handle [[synchronization primitive]]s between threads and [[atomic operation]]s, and interface with a CPU-style MMU.