Draw each primitive with its own pipeline, registered rather than declared
The `primitives!` macro, `PrimitiveData`, `PrimitiveVec`, `PrimitiveBuffers`, the `Primitive` trait and the shader's dispatch switch are gone. A primitive is now a registration: its WGSL and, implicitly, the size of the entry that WGSL reads. Everything else -- its instance list, its free list, its buffers, its bind group and its pipeline -- follows from that, so adding one is a `register` call and a shader file, with nothing per-type to remember and no cross-type dispatch to extend. Nothing dispatches dynamically. Push, free, renumber, upload and draw are identical for every primitive; what differs is the entry size and the pipeline, which are data. So `InstanceList` carries a runtime stride and its instances' data as bytes, and one concrete type serves every primitive and the textures. Measured against a typed list it costs 0.2ns per write, where a trait object costs 1.6ns. Because each type has its own list, an instance's index is also its data index: `@builtin(instance_index)` replaces the `idx` field, the `binding` field goes with the switch, and `PrimitiveInstance` drops from 28 bytes to 20. `PrimitiveVec`'s free list merges into the instance list's, so an instance and its data are freed by one `swap_remove` rather than two arenas kept in step. `shader.wgsl` becomes `shader/prelude.wgsl` plus one file per primitive. The prelude carries the window, masks, sampled texture, vertex shader and `masked()`, and is compiled ahead of each primitive's own source -- which is also what a caller's own primitive would be. Masks move back into group 0 beside the window uniform, since every pipeline shares one layout. Within a layer, types now draw in registration order: a rect under a glyph under a texture. Order within a layer was never meaningful -- freeing an instance swaps another into its place -- so this replaces an accident with a defined order, and backgrounds land under their content. Verified with a headless run per case: text over its own rect and an image over its own rect in one layer, a masked stack clipping, the text-layout tab, and adding three images and deleting one.
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struct GlyphInfo {
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uv_min: vec2<f32>,
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uv_max: vec2<f32>,
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// Which layer of the atlas array this glyph's page is.
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layer: u32,
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color: u32,
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flags: u32,
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}
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@group(1) @binding(0)
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var<storage> glyphs: array<GlyphInfo>;
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@fragment
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fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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let g = glyphs[in.idx];
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let uv = mix(g.uv_min, g.uv_max, in.uv);
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let texel = textureSample(tex, samp, uv, i32(g.layer));
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if (g.flags & 1u) != 0u {
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return masked(in, texel);
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}
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var color = unpack4x8unorm(g.color);
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color.a *= texel.a;
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return masked(in, color);
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}
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