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
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Co-authored-by: Jason Lee <huacnlee@gmail.com>