mjp,
@mjp@mastodon.gamedev.place avatar

My very brief summary of Apple's new "dynamic caching" as described in this video: https://developer.apple.com/videos/play/tech-talks/111375

There's a shared pool of on-chip memory on the shader core that can be dynamically split up to serve as register file, tile cache, shared memory, general buffer L1, or stack. Since it's dynamic even within the lifetime of a thread/wave, the registers can be allocated dynamically as the program needs them rather than needing registers to be statically-allocated up-front.

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