> SVGs are generally not GPU rasterized since GPUs are really not built for paths. That's a whole research area in and of itself.
It's not so much that GPUs aren't built for paths as that winding rules are not suited for parallelism. The solution is to use meshes instead of paths. This is my current area of work.
Do you mean the non-zero rule and even-odd rules? In the WP definition they don't inherently seem to have side effects or dependencies on previous computations, can you link to an elaboration?
Computing whether a pixel is filled requires computing its winding number, which depends on every path before it on the scanline. This is not a problem for a sequential algorithm, since you compute winding numbers as you go, but it is a problem if you want to fill every pixel in parallel.
It's not so much that GPUs aren't built for paths as that winding rules are not suited for parallelism. The solution is to use meshes instead of paths. This is my current area of work.