XSol:
It's my own rasterizer, nothing like d3d, but works like any other scanline renderer. CUDA will be generalized in DX11 as compute shaders, but I'm not sure how to take advantage of it yet. A little serial code is required to manage the state/textures and interpolate the edges of the primitives, that cannot be done on the gpu. But it's already looking much better than a simple pixel shader, any buffer can be read or written at any location, swizzling and read-and-modify effects like destination alpha test, write bitmasks, or the weird alpha blending modes can be implemented there. The dx10 "lines" may have many reasons, the different pixel center, upscaling, float/integer conversion, it's hard to get texture sampling right .
It's my own rasterizer, nothing like d3d, but works like any other scanline renderer. CUDA will be generalized in DX11 as compute shaders, but I'm not sure how to take advantage of it yet. A little serial code is required to manage the state/textures and interpolate the edges of the primitives, that cannot be done on the gpu. But it's already looking much better than a simple pixel shader, any buffer can be read or written at any location, swizzling and read-and-modify effects like destination alpha test, write bitmasks, or the weird alpha blending modes can be implemented there. The dx10 "lines" may have many reasons, the different pixel center, upscaling, float/integer conversion, it's hard to get texture sampling right .