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Rasterizer ordered views (ROV)

Programming På svenska → Updated: 2026-10-26

A hardware guarantee that overlapping fragments read and write the same pixel in draw order, letting a shader do its own blending without a race.

Normally fragment shaders for overlapping triangles run fully in parallel and in unpredictable order; only the fixed blend stage at the end is ordered. If a shader wants to read, modify and write a pixel itself — for order-independent transparency, custom blend modes or voxelization — a race appears. Rasterizer ordered views serialize per-pixel access in the order the triangles were submitted, without otherwise giving up parallelism.

Intel introduced the technique as PixelSync around 2014; Microsoft standardized it as ROV in Direct3D 12 and Khronos as fragment_shader_interlock in Vulkan and OpenGL. It isn't free — the serialization bites on heavy-overdraw scenes — but it replaces multi-pass tricks like depth peeling with a single pass.

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