Memory access pattern: Difference between revisions

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The [[playstation 2]] console used conventional inverse texture mapping, but handled any scatter/gather processing 'on-chip' using EDRAM, whilst 3D model (and a lot of texture data) from main memory was fed sequenatially by DMA. This is why it lacked of support for indexed primitives, and sometimes needed to manage textures 'up front' in the [[display list]].
 
==== gather reads with sequential writes ====
An algorithm may be re-worked such that the reads are random [[gather (vector addressing)|gather]] , whilst the writes are sequential. The disadvantage is that caching (and bypassing latencies) is now essential for reads, however it is easier to parallelise since the writes are guaranteed to not overlap. As such the gather approach is more common for [[gpgpu]] programming<ref name="gpgpu gems"/>, where the massive threading is used to hide read latencies.
 
 
== See also ==