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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@@ -341,7 +341,7 @@ impl PlatformAtlas for TestAtlas {
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crate::AtlasTile {
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texture_id: AtlasTextureId {
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index: texture_id,
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kind: crate::AtlasTextureKind::Path,
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kind: crate::AtlasTextureKind::Polychrome,
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},
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tile_id: TileId(tile_id),
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padding: 0,
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