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+This is a port of the WPF hardware rasterizer code to Rust. That
+rasterizer is predecessor to the Direct2D rasterizer. Direct2D still
+uses a similar technique when run on hardware that does not support
+Target Independent Rasterization.
+
+Design
+======
+
+The general algorithm used for rasterization is a vertical sweep of
+the shape that maintains an active edge list. The sweep is done
+at a sub-scanline resolution and results in either:
+ 1. Sub-scanlines being combined in the coverage buffer and output
+ as "complex scans". These are emitted as lines constructed out
+ of triangle strips.
+ 2. Simple trapezoids being recognized in the active edge list
+ and output using a faster simple trapezoid path.
+
+Bezier flattening is done using an approach that uses forward differencing
+of the error metric to compute a flattened version that would match a traditional
+adaptive recursive flattening.
+
+