gpui: Improve path rendering & global multisample anti-aliasing (#29718)
Currently, the rendering path required creating a texture for each path, which wasted a large amount of video memory. In our application, simply drawing some charts resulted in video memory usage as high as 5G. I removed the step of creating path textures and directly drew the paths on the rendering target, adding post-processing global multi-sampling anti-aliasing. Drawing paths no longer requires allocating any additional video memory and also improves the performance of path rendering. Release Notes: - N/A --------- Co-authored-by: Jason Lee <huacnlee@gmail.com>
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@ -789,7 +789,6 @@ pub(crate) struct AtlasTextureId {
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pub(crate) enum AtlasTextureKind {
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Monochrome = 0,
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Polychrome = 1,
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Path = 2,
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}
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#[derive(Clone, Copy, Debug, PartialEq, Eq, PartialOrd, Ord)]
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