A look at Pathfinder, a GPU vector graphics renderer written in Rust by @pcwalton https://nical.github.io/posts/a-look-at-pathfinder.html …
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I actually had a horrible idea about using RGBA8Unorm in this way: R=whole number + G=fraction + B=whole number - A=fraction - This would mean you can’t properly carry but maybe it doesn’t matter in practice? Seems sketchy though.
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Yeah I think you'd need to do a "resolve" type thing where you take N 8bpp coverages and merge them in a FS and write out to 16bpp (two 8bpp channels). Maybe in most cases you only have a small number of edges per tile and you can merge all of them in one pass.
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