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). >