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:
Sunli
2025-07-02 09:41:42 -07:00
committed by GitHub
co-authored by Jason Lee
parent 9dc3ac9657
commit 4fdda8d5a1
16 changed files with 486 additions and 726 deletions
+1 -1
View File
@@ -341,7 +341,7 @@ impl PlatformAtlas for TestAtlas {
crate::AtlasTile {
texture_id: AtlasTextureId {
index: texture_id,
kind: crate::AtlasTextureKind::Path,
kind: crate::AtlasTextureKind::Polychrome,
},
tile_id: TileId(tile_id),
padding: 0,