Follow-up: In further testing, I did get some races with my test condition, and it turns out that in OpenGL and Vulkan, unlike in Direct3D, gl_SampleMaskIn contains only 1 sample when sample shading is used. So there's even less possible meaningful usage of pixel interlock with sample shading, maybe only with very tiny primitives covering only 1 sample, or with all samples but one masked out via the fixed-function sample mask (which is exposed in Vulkan directly, but in OpenGL, only as a fraction via glSampleCoverage).

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