GL can set the sample mask as a bitmask since GL3.2.

Marek

On Sat, Jun 24, 2023, 07:54 Triang3l <trian...@yandex.ru> wrote:

> 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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