
3. Decoupled Deferred Shading on the GPU 91
are “interesting” for the fragments. We therefore did not attempt to simulate an
LRU cache, as suggested by Ragan-Kelley et al. On a current GPU there can
be several thousand fragments rasterized in parallel, thus the global cache should
also be able to hold a similar magnitude of samples to achieve a good hit rate.
In a na¨ıve implementation, a thread could query the buffer tail, and check the
last N items in the CG-buffer. Of course the latency of the iterative memory
accesses would be prohibitively high. We now show a cache implementation that
performs cache lookups with only one buffer load and an atomic ...