I highly suspect the fill rate gains you get from using DirectComposition/Core Animation for scrolling/zooming *static* vector graphics in 2D completely outweigh any gains from any fancy GPU vector rendering algorithm you could come up with in practice.
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in what way is it a problem? unrealistic workloads/benchmarks that are "solved" by basic compositor use? algorithms that don't "work" with a compositor? something else?
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So the typical vector graphics paper will show panning and zooming on static content are much faster with their algorithm over a CPU rasterizer that rerasterizes every frame. The problem is that this isn't a real world comparison.
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