3 ms·
> ... seems faster than the row based method in the post. But the row-based method in the post is not what they describe doing on the GPU version of the algori
by interroboink 4y ago
> ... seems faster than the row based method in the post.
But the row-based method in the post is not what they describe doing on the GPU version of the algorithm. The row-based method is their initial CPU-style version.
The GPU version handles each pixel in isolation, checking it against the relevant shape(s).
At least, if I understand things correctly (:
As far as I can tell, the approach described here is probably similar to what a built-in "draw path" command would do. Checking if something is inside a triangle is just extremely easy (no concavity, for instance) and common, and more complex operations are left up to shader developers — why burn that special-case stuff into silicon?