Disable coverage counting by default

Bug: skia:
Change-Id: Iacb4cb3e409c6abdd25319ec0884ef673fb04cec
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/201101
Reviewed-by: Brian Salomon <bsalomon@google.com>
Commit-Queue: Chris Dalton <csmartdalton@google.com>
diff --git a/tools/viewer/Viewer.cpp b/tools/viewer/Viewer.cpp
index 2defcb5..0e82bd1 100644
--- a/tools/viewer/Viewer.cpp
+++ b/tools/viewer/Viewer.cpp
@@ -219,6 +219,7 @@
 {
     SkGraphics::Init();
 
+    gPathRendererNames[GpuPathRenderers::kDefault] = "Default Path Renderers";
     gPathRendererNames[GpuPathRenderers::kAll] = "All Path Renderers";
     gPathRendererNames[GpuPathRenderers::kStencilAndCover] = "NV_path_rendering";
     gPathRendererNames[GpuPathRenderers::kSmall] = "Small paths (cached sdf or alpha masks)";
@@ -875,7 +876,7 @@
     title.append("]");
 
     GpuPathRenderers pr = fWindow->getRequestedDisplayParams().fGrContextOptions.fGpuPathRenderers;
-    if (GpuPathRenderers::kAll != pr) {
+    if (GpuPathRenderers::kDefault != pr) {
         title.appendf(" [Path renderer: %s]", gPathRendererNames[pr].c_str());
     }
 
@@ -1563,6 +1564,7 @@
                     if (!ctx) {
                         ImGui::RadioButton("Software", true);
                     } else if (fWindow->sampleCount() > 1) {
+                        prButton(GpuPathRenderers::kDefault);
                         prButton(GpuPathRenderers::kAll);
                         if (ctx->priv().caps()->shaderCaps()->pathRenderingSupport()) {
                             prButton(GpuPathRenderers::kStencilAndCover);
@@ -1570,6 +1572,7 @@
                         prButton(GpuPathRenderers::kTessellating);
                         prButton(GpuPathRenderers::kNone);
                     } else {
+                        prButton(GpuPathRenderers::kDefault);
                         prButton(GpuPathRenderers::kAll);
                         if (GrCoverageCountingPathRenderer::IsSupported(
                                     *ctx->priv().caps())) {
@@ -2074,6 +2077,7 @@
             } else {
                 const auto* caps = ctx->priv().caps();
 
+                writer.appendString(gPathRendererNames[GpuPathRenderers::kDefault].c_str());
                 writer.appendString(gPathRendererNames[GpuPathRenderers::kAll].c_str());
                 if (fWindow->sampleCount() > 1) {
                     if (caps->shaderCaps()->pathRenderingSupport()) {