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Conservative rasterization without hardware support

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Messing around with conservative rasterization.

Options:

  • Hardware conservative raster
    • Pro: Perfect and fast.
    • Con: Need HW support.
  • Expand each triangle in vertex shader
    • Pro: Pretty fast, use HW rasterization pipeline.
    • Con: Need to prepare the mesh (unique verts for each tri).
  • Regular rasterization, then dilate in a compute shader (TODO)
    • Pro: Simple to implement, fast
    • Con: Worst results, furthest from HW rasterization.
  • Software rasterizer in compute shader (TODO)
    • Pro: Results can be very good. Doesn't need prepared mesh.
    • Con: Most complex to implement. Hard to make fast for large triangles due to lack of parallelism within a triangle.

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