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>
This commit is contained in:
parent
9dc3ac9657
commit
4fdda8d5a1
16 changed files with 486 additions and 726 deletions
|
@ -2633,7 +2633,7 @@ impl Window {
|
|||
path.color = color.opacity(opacity);
|
||||
self.next_frame
|
||||
.scene
|
||||
.insert_primitive(path.scale(scale_factor));
|
||||
.insert_primitive(path.apply_scale(scale_factor));
|
||||
}
|
||||
|
||||
/// Paint an underline into the scene for the next frame at the current z-index.
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue