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[[Data oriented design]] is an approach intended to maximise the locality of reference, by organising data according to how it is traversed in various stages of a program, contrasting with the more common [[object oriented]] approach.
=== random reads vs random writes
An task may have some inherent randomness, with alternative solutions for handling this either through reads or writes, with scatter or gather alternatives. These choices appear in GPGPU and graphics applications:-
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==== sequential reads with scatter ====
The scatter approach may
In the past, [[forward texture mapping]] attempted to handle the randomness with 'writes' (sequentially reading textures). The [[playstation 2]] console used conventional inverse texture mapping, but handled any randomness 'on-chip' using EDRAM, whilst data from main memory was fed by DMA. (hence it's lack of support for indexed primitives, and need to explicitly upload a limited number of textures, managed up-front in the [[display list]]).▼
In the past, [[forward texture mapping]] attempted to handle the randomness with 'writes', whilst sequentially reading source texture information.
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==== gather with sequential writes ====
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