What does the HW rasterizer have to do blending? Producing a launch order of threads you believe to result in a better access pattern?
Yeah, it depends a lot on the vector scene… Interestingly, doing mask tile *generation* sequentially per pixel in compute has been a win across a variety of hardware, unlike compositing. That has a lot of microtriangles so perhaps it’s due to avoiding vertex shader overhead.
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So it’s interesting that so far a hybrid approach has seemed best. Mask tile generation—vector filling—is fastest with compute, while pure raster blending is fastest with rasterization.
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