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dc.contributor.authorJoseph, D.-
dc.contributor.authorAragón, J.L.-
dc.contributor.authorParcerisa, J.M.-
dc.contributor.authorGonzález, A.-
dc.contributor.otherFacultades, Departamentos, Servicios y Escuelas::Departamentos de la UMU::Ingeniería y Tecnología de Computadoreses
dc.date.accessioned2023-11-21T07:33:47Z-
dc.date.available2023-11-21T07:33:47Z-
dc.date.issued2023-10-21-
dc.identifier.urihttp://hdl.handle.net/10201/135884-
dc.description© 2023 Copyright held by the owner/author(s). This document is made available under the CC-BY-NC-ND 4.0 license http://creativecommons.org/licenses/by-nc-nd/4.0/ This document is the Accepted version of a Published Work that appeared in final form in 32nd International Conference on Parallel Architectures and Compilation Techniques (PACT), Viena, Austria, October 2023. To access the final edited and published work see https://doi.org/10.1109/PACT58117.2023.00019es
dc.description.abstractLiterature is plentiful in works exploiting cache locality for GPUs. A majority of them explore replacement or bypassing policies. In this paper, however, we surpass this exploration by fabricating a formal proof for a no-overhead quasi-optimal caching technique for caching textures in graphics workloads. Textures make up a significant part of main memory traffic in mobile GPUs, which contributes to the total GPU energy consumption. Since texture accesses use a shared L2 cache, improving the L2 texture caching efficiency would decrease main memory traffic, thus improving energy efficiency, which is crucial for mobile GPUs. Our proposal reaches quasi-optimality by exploiting the frame-to-frame reuse of textures in graphics. We do this by traversing frames in a boustrophedonic1 manner w.r.t. the frame-to-frame tile order. We first approximate the texture access trace to a circular trace and then forge a formal proof for our proposal being optimal for such traces. We also complement the proof with empirical data that demonstrates the quasi-optimality of our no-cost proposal.es
dc.formatapplication/pdfes
dc.format.extent13es
dc.languageenges
dc.publisherACMes
dc.relationThis work has been supported by the CoCoUnit ERC Advanced Grant of the EU’s Horizon 2020 program (grant No 833057), the Spanish State Research Agency (MCIN/AEI) under grant PID2020-113172RB-I00, the ICREA Academia program and the AGAUR grant 2020-FISDU-00287.es
dc.relation.ispartof32nd International Conference on Parallel Architectures and Compilation Techniques (PACT), Viena, Austria, ISBN: 979-8-3503-4254-3es
dc.rightsinfo:eu-repo/semantics/openAccesses
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/*
dc.subjectGPUes
dc.subjectCacheses
dc.subjectGraphicses
dc.subjectTexturees
dc.subjectLow-poweres
dc.titleBoustrophedonic Frames: Quasi-Optimal L2 Caching for Textures in GPUses
dc.typeinfo:eu-repo/semantics/lecturees
dc.typeinfo:eu-repo/semantics/lecturees
dc.identifier.doihttps://doi.org/10.1109/PACT58117.2023.00019-
Aparece en las colecciones:Artículos: Ingeniería y Tecnología de Computadores

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