But that would primarily be for color data, where FP16 should be enough for most cases. And even then, there would be ways to get around doing one pass per triangle. All that you have to guarantee per pass is that no triangles overlap. For example, with the previous vertex buffer update example, you wouldn't want to update any vertex twice.davepermen said:nope, you can't emulate blending well at all in shaders. you would need to render to texture each triangle, bind the texture, render the next to the same texture, bind the texture, render the next, thus leading from 1 pass per blending to one pass per triangle per blending. the state-changes will fuck up performance completely.
Regardless, personally I think we should see firsthand what can and cannot be done with FP16 blending before calling for FP32 blending.