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[Graphics] Variable-rate shading #19

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@pedropaulosuzuki

Description

VRS basically calculates a single fragment shader for a whole region of pixels (1x1, 1x2, 1x4, 2x2, 2x4, 4x4), which preserves edges, while improving performance. There is a cost to texture quality inside the polygons, but it's a good compromise if our fragment shader ever becomes too heavy.

References:

  1. https://cdrdv2-public.intel.com/741479/vrs-tier-2-infographic.pdf
  2. https://game.intel.com/wp-content/uploads/2024/02/GameDev2023_VALAR_v1.pdf

Not a priority, but a good idea to have in mind.

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