| You got a long way to go. Writing a rasterizer from scratch is a huge undertaking. What's the internal color space, I assume it is linear sRGB? It looks like you are going straight to RGBA FP32 which is good. Think how you will deal with denormals as the CPU will deal with those differently compared to the GPU. Rendering artifacts galore once you do real world testing. And of course IsInf and NaN need to be handled everywhere. Just checking for F::ZERO is not enough in many cases, you will need epsilon values. In C++ doing if(value==0.0f){} or if (value==1.0f){} is considered a code smell. Just browsing the source I see Porter Duff blend modes. Really, in 2025? Have fun dealing with alpha compositing issues on this one. Also most of the 'regular' blend modes are not alpha compositing safe, you need special handling of alpha values in many cases if you do not want to get artifacts. The W3C spec is completely underspecified in this regard. I spent many months dealing with this myself. If I were to redo a rasterizer from scratch I would push boundaries a little more. For instance I would target full FP32 dynamic range support and a better internal color space, maybe something like OKLab to improve color blending and compositing quality. And coming up with innovative ways to use this gained dynamic range. |