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DX11 Target-independent rasterization

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I was reading the new features list for DX11.1 and came across "Target-independent rasterization". Here's what some preliminary docs had to say on it:

"This feature provides a high performance anti-aliasing path for Direct2D usage
scenarios involving high-quality anti-aliasing of structured graphics. TIR enables
Direct2D to move the rasterization step from the CPU to the GPU while still
preserving the Direct2D anti-aliasing semantics and quality. Using this capability,
the software layer can evaluate a large number of sub-pixel sample positions for
coverage, yet only allocate the memory required for a smaller number of samples.

This enables the performance advantage of using the GPU to render but retaining the
image quality of a CPU-rendered implementation. This allows a single sample to be
broadcast to multiple samples of a multi-sample anti-aliased render target."

Does anyone have more information on how this works? Edited by jameszhao00

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