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Most CPUs have first-level instruction and data caches on chip and many have
second-level caches that are bigger but somewhat slower. Memory accesses are
much faster if the data is already loaded into the first-level cache. When
your program accesses data that is not in one of the caches, a cache miss
occurs. This causes a block of consecutively addressed words, including the
data that your program just accessed, to be loaded into the cache. Since cache
misses are costly, you should try to minimize them, using these tips:
- Keep frequently accessed data together. Store and access frequently used
data in flat, sequential data structures and avoid pointer indirection. This
way, the most frequently accessed data remains in the first-level cache as
much as possible.
- Access data sequentially. Each cache miss brings in a block of
consecutively addressed words of needed data. If you are accessing data
sequentially then each cache miss will bring in words (where is system
dependent); if you are accessing only every nth word, then you will constantly
be bringing in unneeded data, degrading performance.
- Avoid simultaneously traversing several large buffers of data, such as
an array of vertex coordinates and an array of colors within a loop since
there can be cache conflicts between the buffers. Instead, pack the contents
into one buffer whenever possible. If you are using vertex arrays, try to
use interleaved arrays. (For more information on vertex arrays see ``Rendering
Geometry Efficiently.'')
Some framebuffers have cache-like behaviors as well. It is a good idea
to group geometry so that the drawing is done to one part of the screen
at a time. Using triangle strips and polylines tends to do this while
simultaneously offering other performance advantages as well.
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2001-01-10