Commit
This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository.
Implement an experimental PLS interlock mechanism that relies on atomics and barriers instead of raster ordering. This gets us working on the remaining Vulkan and D3D11+ hardware, enables direct rendering to the screen, and will probably end up being faster on a lot of platforms. Because of how the atomic mode works, we can't fill paths with standard image textures anymore. On GL we introduce ARB_bindless_texture to work around this limitation when supported, but for other platforms, this PR also adds a new "imageRect" draw, which is a specialized, non-overlapping, antialiased implementation of drawImage() that is compatible with atomic mode. Still TOOD: - Simple reordering to limit barriers. - Atomic mode on Metal for non-Apple Silicon. Diffs=
- Loading branch information