1682066496304955393

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---
title: "@MissQuickstep Not only."
type: archive
source: twitter
source_url: "https://x.com/kenpex/status/1682284648704143361"
author: "c0de517e/AngeloPesce"
handle: kenpex
post_id: "1682284648704143361"
date: 2023-07-21
archived: 2026-08-26
draft: false
tags:
- archive
- twitter
- MissQuickstep
description: "@MissQuickstep Not only."
in_reply_to: ""
parent_post_id: "1682066496304955393"
---
## Source
- URL: https://x.com/kenpex/status/1682284648704143361
- Author: c0de517e/AngeloPesce (@kenpex)
- Posted: 2023-07-21 07:01:30
## Branch
**1/** **@kenpex** ^1682284648704143361
**@MissQuickstep**
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.
**2/** **@MissQuickstep** ^1682285342177611777
**@kenpex**
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:
https://x.com/MissQuickstep/status/1682272580726673408?t=ckSOFGzItS7VY6tnHLUeBA&s=19
## Related
- Spine: [[archive/threads/MissQuickstep/2023-07-20-cache-hit-rate-ps-runs-in-hardware-order-probably]]
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---
title: "@MissQuickstep Could be, but with linear order and linear layour cs should have coalesced writes and no obvious problems."
type: archive
source: twitter
source_url: "https://x.com/sopyer/status/1682267107675783168"
author: "Mykhailo Parfeniuk"
handle: sopyer
post_id: "1682267107675783168"
date: 2023-07-21
archived: 2026-08-26
draft: false
tags:
- archive
- twitter
- MissQuickstep
description: "@MissQuickstep Could be, but with linear order and linear layour cs should have coalesced writes and no obvious problems."
in_reply_to: ""
parent_post_id: "1682066496304955393"
---
## Source
- URL: https://x.com/sopyer/status/1682267107675783168
- Author: Mykhailo Parfeniuk (@sopyer)
- Posted: 2023-07-21 05:51:48
## Branch
**1/** **@sopyer** ^1682267107675783168
**@MissQuickstep**
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.
## Related
- Spine: [[archive/threads/MissQuickstep/2023-07-20-cache-hit-rate-ps-runs-in-hardware-order-probably]]
@@ -0,0 +1,46 @@
---
title: "Cache hit rate - PS runs in hardware order (probably Morton Z-Order), CS runs in linear order."
type: archive
source: twitter
source_url: "https://x.com/MissQuickstep/status/1682066496304955393"
author: "Layla Mah @missquickstep@mastodon.gamedev.place"
handle: MissQuickstep
post_id: "1682066496304955393"
date: 2023-07-20
archived: 2026-08-26
draft: false
tags:
- archive
- twitter
- MissQuickstep
description: "Cache hit rate - PS runs in hardware order (probably Morton Z-Order), CS runs in linear order."
in_reply_to: ""
---
## Source
- URL: https://x.com/MissQuickstep/status/1682066496304955393
- Author: Layla Mah @missquickstep@mastodon.gamedev.place (@MissQuickstep)
- Posted: 2023-07-20 16:34:38
## Thread
**1/** **@MissQuickstep** ^1682066496304955393
Cache hit rate - PS runs in hardware order (probably Morton Z-Order), CS runs in linear order.
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]]
**2/** **@vassvik** ^1682134652050452488
**@MissQuickstep**
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.
No way 512x512 is BW/cache bound, though
**3/** **@NOTimothyLottes** ^1682136826553745408
**@vassvik** **@MissQuickstep**
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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---
title: MissQuickstep
type: note
draft: false
description: Archived threads by MissQuickstep.
tags:
- archive
- twitter
- MissQuickstep
---
- [[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
- [[archive/threads/JohannesVuorine]]
- [[archive/threads/Jonathan_Blow]]
- [[archive/threads/KostasAAA]]
- [[archive/threads/MissQuickstep]]
- [[archive/threads/MyNameIsMJP]]
- [[archive/threads/NOTimothyLottes]]
- [[archive/threads/SebAaltonen]]