A short test case is attached which shows that simple transformed rectangle
fills and AA rectangles are up to 20 or more times slower than simple
untransformed rectangle fills, even on the latest hardware. With the power
of the hardware GPUs in todays machines, there should be little, if any,
difference in the rendering speed of these primitives.
Indeed, experiments show that we can achieve near-parity for transformed and
AA rectangles and wide lines using simple variations of the D3D and OGL
FillRect primitive and a small Pixel Shader program that runs on most
graphics cards that have been common for the past 3 or 4 years.