Optimizing Compute Shaders for L2 Locality using Thread-Group ID Swizzling – NVIDIA Technical Blog News and tutorials for developers, data scientists, and IT admins 2025-03-21T20:30:26Z http://www.open-lab.net/blog/feed/ Louis Bavoil <![CDATA[Optimizing Compute Shaders for L2 Locality using Thread-Group ID Swizzling]]> http://www.open-lab.net/blog/?p=18921 2022-08-21T23:40:23Z 2020-07-16T21:04:01Z As part of my GDC 2019 session, Optimizing DX12/DXR GPU Workloads using Nsight Graphics: GPU Trace and the Peak-Performance-Percentage (P3) Method, I presented...]]> As part of my GDC 2019 session, Optimizing DX12/DXR GPU Workloads using Nsight Graphics: GPU Trace and the Peak-Performance-Percentage (P3) Method, I presented...

As part of my GDC 2019 session, Optimizing DX12/DXR GPU Workloads using Nsight Graphics: GPU Trace and the Peak-Performance-Percentage (P3) Method, I presented an optimization technique named thread-group tiling, a type of thread-group ID swizzling. This is an important technique for optimizing 2D, full-screen, compute shader passes that are doing widely spread texture fetches and which are��

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