I googled around but are unable to find source code or details of implementation.
What keywords should I search for this topic?
Things I would like to know:
A. How to ensure that partially covered pixels are rasterized?
Apparently by expanding each triangle by 1 pixel or so, rasterization problem is almost solved.
But it will result in an unindexable triangle list without tons of overlaps. Will it incur a large performance penalty?
B. A-buffer like bitmask needs a read-modiry-write operation.
How to ensure proper synchronizations in GLSL?
GLSL seems to only allow int32 atomics on image.
C. Is there some simple ways to estimate coverage on-the-fly?
In case I am to draw 2D shapes onto an exisitng target:
1. A multi-pass whatever-buffer seems overkill.
2. Multisampling could cost a lot memory though all I need is better coverage.
Besides, I have to blit twice, if draw target is not multisampled.
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