OpenGL guy
Veteran
Who said it's ridiculous? Do you know the HW doesn't work that way? Do you understand that RAMDACs have line buffers and that you could save area by using the L3 cache as a line buffer? The trouble with that is L3 pollution, but that doesn't mean it's not a possible trade-off, especially where you are concerned about GPU die size.Who's being facetious? You made up a model in your head of how that thing should work and now you are complaining about the fact that it sucks!? Perhaps if you had a better idea in the first place you wouldn't need to come up with ridiculous arguments such as the ramdac having to trash L3 cache just to display an image.
Someone mentioned allowing compressed Z data to be stored in the L3. Note that a 1600x1200 32-bit Z buffer is already nearly 8 MB, so, again, it's quite easy for your L3 to get trashed by common GPU functions. Also many games frequently have multiple Z buffers, plus DSTs are often much larger than 1600x1200.
So if you want to avoid polluting L3 because of the RAMDAC, then that also means the color buffer won't always be able to use L3 either since the RAMDAC will reference that memory next frame. Now if you conclude that Z data is going to pollute the L3 too much, what's left? Vertex and texture data? Most of that data is used once and thrown away, so not much use to have in L3. So where is the actual benefit to L3 for the GPU?