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Add a new pls::InterlockMode called depthStencil, which obviously uses the depth and stencil buffers instead of PLS to do path rendering. When combined with MSAA, this can look decent. The coolest thing here is that we reverse-sort opaque draws front to back, and draw them first with Z culling. This gives some substantial perf wins. We should figure out how to use Z culling generally. For blend modes we use KHR_blend_equation_advanced_coherent. For now, only GL is supported. Still unfinished: - Implement clipping. - Implement advanced blend without extensions. Diffs= f2ecb3a22 Implement an MSAA fallback for PLS (#6680)
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