Memory access pattern: Difference between revisions

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<ref name = "gpu gems">{{cite web|title = GPU gems|url=https://books.google.co.uk/books?id=lGMzmbUhpiAC&pg=PA51&lpg=PA51&dq=scatter+memory+access+pattern&source=bl&ots=nwKeqfQHeV&sig=lsFTC52P_Fu7EU1-JIlwqDdZozg&hl=en&sa=X&ved=0ahUKEwjtxZOHxqXNAhWEOxoKHWPsAJgQ6AEISTAG#v=onepage&q=scatter%20memory%20access%20pattern&f=false}}deals with 'scatter memory access patterns' and 'gather memory access patterns' in the text</ref>
 
=== {{anchor|GATHER_SCATTER}}Combined scattergather - gatherscatter pattern ===
 
A traversal may gather data from one source, perform some computation in local or on chip memory, and scatter results elsewhere. This is essentially the full operation of a [[GPU]] pipeline when performing [[3D rendering]]- gathering indexed vertices and textures, and scattering shaded pixels. Rasterization of opaque primitives using a depth buffer is 'commutative', allowing reordering, which facilitates parallel execution. In the general case synchronisation primitives would be needed.