• For GLC==0 This causes a write-combine across work-items of the wavefront store op; dirtied lines are written to the L2 automatically. ◦ If the store operation dirtied all bytes of the 64 B line, it is left clean and valid in the L0; subsequent accesses to the cache are allowed to hit on this cache line. ◦ Else do not leave write-combined lines in L0. • For GLC==1 Same as GLC==0, except the write-combined lines are not left in the line, even if all bytes are dirtied.Vector Memory (VM) operations transfer data between the VGPRs and memory through the texture cache (TC). Vector means the transfer of one or more pieces of data uniquely for every work-item in the wavefront. This is in contrast to scalar memory reads, which transfer only one value that is shared by all work-items in the wavefront. Examples of image objects are texture maps and typed surfaces
Image objects are accessed using from one to four dimensional addresses;
they are composed of homogeneous data of one to four elements. These image objects are read from, or written to, using IMAGE_* or SAMPLE_* instructions, all of which use the MIMG instruction format. IMAGE_LOAD instructions read an element from the image buffer directly into VGPRS, and SAMPLE instructions use sampler constants (S#) and apply filtering to the data after it is read. IMAGE_ATOMIC instructions combine data from VGPRs with data already in memory, and optionally return the value that was in memory before the operation. All VM operations use an image resource constant (T#) that is a 128-bit or 256-bit value in SGPRs. This constant is sent to the texture cache when the instruction is executed. This constant defines the address, data format, and characteristics of the surface in memory. Some image instructions also use a sampler constant that is a 128-bit constant in SGPRs. Typically, these constants are fetched from memory using scalar memory reads prior to executing VM instructions, but these constants can also be generated within the shader.
Image Instructions
This section describes the image instruction set, and the microcode fields available to those instructions.Texture fetch instructions have a data mask (DMASK) field. DMASK specifies how many data components it receives. If DMASK is less than the number of components in the texture, the texture unit only sends DMASK components, starting with R, then G, B, and A. if DMASK specifies more than the texture format specifies, the shader receives data based on T#.dst_sel for the missing components.
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