Add a cap to allow coverage counting or not
We don't want to just disable the "ccpr" path renderer anymore (or
whatever it should be called), because we are adding an MSAA
implementation. This new cap will eventually tell ccpr whether it can
use coverage counting, or if it should just use the MSAA impl.
Bug: skia:
Change-Id: Ie6e5ca1a637ca4408bc6bb844153afa9da26f58e
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/204883
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 3350cd4..3a610ac 100644
--- a/tools/viewer/Viewer.cpp
+++ b/tools/viewer/Viewer.cpp
@@ -245,7 +245,6 @@
{
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)";
@@ -883,7 +882,7 @@
title.append("]");
GpuPathRenderers pr = fWindow->getRequestedDisplayParams().fGrContextOptions.fGpuPathRenderers;
- if (GpuPathRenderers::kDefault != pr) {
+ if (GpuPathRenderers::kAll != pr) {
title.appendf(" [Path renderer: %s]", gPathRendererNames[pr].c_str());
}
@@ -1577,7 +1576,6 @@
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);
@@ -1585,7 +1583,6 @@
prButton(GpuPathRenderers::kTessellating);
prButton(GpuPathRenderers::kNone);
} else {
- prButton(GpuPathRenderers::kDefault);
prButton(GpuPathRenderers::kAll);
if (GrCoverageCountingPathRenderer::IsSupported(
*ctx->priv().caps())) {
@@ -2100,7 +2097,6 @@
} 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()) {