Jawed
Legend
Throughout the history of GPUs, texture processing has never been dependent upon massive caches, simply because latency hiding comes to the rescue. Additionally, very short-term re-use, e.g. during trilinear filtering, depends upon a tiny amount of cache capacity.
It's occurred to me that a simple refinement in RDNA 3 would be to exclude texture data from Infinity Cache - as it's data that essentially pollutes and doesn't directly improve performance while occupying lines there. All of the performance can be achieved with other levels of cache, closer to the TMUs.
So, RDNA 3's Infinity Cache would no longer be a "dumb" cache for all memory transactions against VRAM.
Of course, we don't really know whether RDNA 2's Infinity Cache is that dumb. Maybe there are synthetic tests out there that could identify the behaviour, but I'm not aware of such right now.
It's occurred to me that a simple refinement in RDNA 3 would be to exclude texture data from Infinity Cache - as it's data that essentially pollutes and doesn't directly improve performance while occupying lines there. All of the performance can be achieved with other levels of cache, closer to the TMUs.
So, RDNA 3's Infinity Cache would no longer be a "dumb" cache for all memory transactions against VRAM.
Of course, we don't really know whether RDNA 2's Infinity Cache is that dumb. Maybe there are synthetic tests out there that could identify the behaviour, but I'm not aware of such right now.