Texture mapping is commonly used to make imagges realistic in the most of current graphics systems. Texture mapping, however, requires high memory bandwidth and low memory latency to obtain good performance. Recently, a few studies have been carride out to use cache memory system in texture mapping in order to overcome these problems and those studies show that cache is useful for texture mapping. In this paper, miss distribution of texture cache is analyzed and we find out that not a few conf=lict misses occurred by perilds. Considering this fact, the cache systems such as Victim, Half and Half and Cooperative cache which are known to be effective to reduce conflict misses, are evaluated and compared each other. Performance evaluation is carried out through trace-driven simulation using the DineroIII, and the results reveal that victim cache also has cost-performance effectiveness in texture mapping.
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