1682066496304955393
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title: "@MissQuickstep Not only."
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type: archive
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source: twitter
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source_url: "https://x.com/kenpex/status/1682284648704143361"
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author: "c0de517e/AngeloPesce"
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handle: kenpex
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post_id: "1682284648704143361"
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date: 2023-07-21
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archived: 2026-08-26
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draft: false
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tags:
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- archive
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- twitter
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- MissQuickstep
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description: "@MissQuickstep Not only."
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in_reply_to: ""
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parent_post_id: "1682066496304955393"
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---
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## Source
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- URL: https://x.com/kenpex/status/1682284648704143361
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- Author: c0de517e/AngeloPesce (@kenpex)
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- Posted: 2023-07-21 07:01:30
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## Branch
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**1/** **@kenpex** ^1682284648704143361
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**@MissQuickstep**
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Not only. On lots of hw the rop caches can be faster/async. That said 10/15x is a lot, way too much. Something is wrong in the setup.
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**2/** **@MissQuickstep** ^1682285342177611777
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**@kenpex**
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Yup - so much that my brain interpreted as %, not x! Seems like it was a shader compiler issue not compiling much of the code to actually execute for the PS:
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https://x.com/MissQuickstep/status/1682272580726673408?t=ckSOFGzItS7VY6tnHLUeBA&s=19
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## Related
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- Spine: [[archive/threads/MissQuickstep/2023-07-20-cache-hit-rate-ps-runs-in-hardware-order-probably]]
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+37
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---
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title: "@MissQuickstep Could be, but with linear order and linear layour cs should have coalesced writes and no obvious problems."
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type: archive
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source: twitter
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source_url: "https://x.com/sopyer/status/1682267107675783168"
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author: "Mykhailo Parfeniuk"
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handle: sopyer
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post_id: "1682267107675783168"
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date: 2023-07-21
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archived: 2026-08-26
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draft: false
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tags:
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- archive
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- twitter
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- MissQuickstep
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description: "@MissQuickstep Could be, but with linear order and linear layour cs should have coalesced writes and no obvious problems."
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in_reply_to: ""
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parent_post_id: "1682066496304955393"
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---
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## Source
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- URL: https://x.com/sopyer/status/1682267107675783168
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- Author: Mykhailo Parfeniuk (@sopyer)
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- Posted: 2023-07-21 05:51:48
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## Branch
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**1/** **@sopyer** ^1682267107675783168
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**@MissQuickstep**
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Could be, but with linear order and linear layour cs should have coalesced writes and no obvious problems. I assume buffer swizzling is uncommon. Also PS usage for buffer should have one more hidden cs run for layout change, unless there was memory aliasing.
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## Related
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- Spine: [[archive/threads/MissQuickstep/2023-07-20-cache-hit-rate-ps-runs-in-hardware-order-probably]]
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+46
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---
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title: "Cache hit rate - PS runs in hardware order (probably Morton Z-Order), CS runs in linear order."
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type: archive
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source: twitter
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source_url: "https://x.com/MissQuickstep/status/1682066496304955393"
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author: "Layla Mah @missquickstep@mastodon.gamedev.place"
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handle: MissQuickstep
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post_id: "1682066496304955393"
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date: 2023-07-20
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archived: 2026-08-26
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draft: false
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tags:
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- archive
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- twitter
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- MissQuickstep
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description: "Cache hit rate - PS runs in hardware order (probably Morton Z-Order), CS runs in linear order."
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in_reply_to: ""
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---
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## Source
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- URL: https://x.com/MissQuickstep/status/1682066496304955393
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- Author: Layla Mah @missquickstep@mastodon.gamedev.place (@MissQuickstep)
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- Posted: 2023-07-20 16:34:38
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## Thread
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**1/** **@MissQuickstep** ^1682066496304955393
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Cache hit rate - PS runs in hardware order (probably Morton Z-Order), CS runs in linear order.
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Branches: [[archive/threads/MissQuickstep/2023-07-20-cache-hit-rate-ps-runs-in-hardware-order-probably/2023-07-21-sopyer-could-be-but-with-linear-order-and-linear-layour]], [[archive/threads/MissQuickstep/2023-07-20-cache-hit-rate-ps-runs-in-hardware-order-probably/2023-07-21-kenpex-not-only-on-lots-of-hw-the-rop-caches-can-be]]
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**2/** **@vassvik** ^1682134652050452488
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**@MissQuickstep**
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Shouldn't make a big difference in practice. A compute shader has spatial grouping where most waves/warps will sample adjacent memory and hit relatively high bandwidth and cache utilization even in the naive implementations.
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No way 512x512 is BW/cache bound, though
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**3/** **@NOTimothyLottes** ^1682136826553745408
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**@vassvik** **@MissQuickstep**
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You can look at what I did for CAS/FSR1/etc: Simplified {64,1,1} to {8x8} lane remapping (so 4x1 lanes map to a 2x2), semi-persistent waves to avoid wait on store complete for wave relaunch and get better L0$2work mapping, etc. Have to make sure DCC matches (PS vs CS paths). Etc.
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@@ -0,0 +1,12 @@
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---
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title: MissQuickstep
|
||||
type: note
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||||
draft: false
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||||
description: Archived threads by MissQuickstep.
|
||||
tags:
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- archive
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- twitter
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- MissQuickstep
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||||
---
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|
||||
- [[archive/threads/MissQuickstep/2023-07-20-cache-hit-rate-ps-runs-in-hardware-order-probably]]
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@@ -22,6 +22,7 @@ Example of the note shape (single spine, no branches): [[archive/threads/How to
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- [[archive/threads/JohannesVuorine]]
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- [[archive/threads/Jonathan_Blow]]
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- [[archive/threads/KostasAAA]]
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- [[archive/threads/MissQuickstep]]
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- [[archive/threads/MyNameIsMJP]]
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- [[archive/threads/NOTimothyLottes]]
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- [[archive/threads/SebAaltonen]]
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