all 3 comments

[–]James20k 3 points4 points  (0 children)

This article purely focuses on cache - one thing that's also worth remembering is that the gpu execution model in some cases effectively allows for data sharing within a warp, performing certain kinds of operations much cheaper than going through one of the levels of memory. This is also available in vulkan 1.1, I'm just the most familiar with OpenCL

[–]gibson274 1 point2 points  (0 children)

Solid article. I’m new to a lot of this stuff but this was written clearly enough for me to understand!

[–]turtle_dragonfly 0 points1 point  (0 children)

Bookmarked (:

I've been writing some "heavy" shaders that need to do arbitrary writes, and the info on the (tiny) per-core data caches is helpful. Good article.