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Alpha to Coverage w/o MSAA

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In my D3D11 implementation, I am getting proper alpha test just by setting alpha to coverage flag in blend stage. i have removed the 'clip' instructions from my pixel shaders and it still works even with no MSAA.  So ATC is acting just like clip - is there any performance advantage here?

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In my D3D11 implementation, I am getting proper alpha test just by setting alpha to coverage flag in blend stage. i have removed the 'clip' instructions from my pixel shaders and it still works even with no MSAA.  So ATC is acting just like clip - is there any performance advantage here?


That totally depends on the hardware, and how they implement A2C. In some cases the hardware might implement it by patching the pixel shader, in others they might do it in the ROPs. In some cases doing in the shader might be cheaper, since the discard can allow the shader to "early out" if all threads hit the discard statement.

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