Rather, vector graphics on GPU is hard because GPUs don’t know how to draw filled *polygons*. That’s because fill rules are inherently sequential: whether a pixel is filled depends on every pixel before it in the scanline.
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How to deal with this problem? Some choices are (1) draw paths on CPU and treat as a texture (perhaps SDF); (2) brute force using stencil buffer; (3) brute force in the shader; (4) partition with a CPU prepass (Pathfinder); (5) partition with a compute shader prepass (MPVG).
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