Draw textures separately, and keep them out of Primitives
Interleaving textures with primitives was solving a problem that does not exist: within a layer, order is already undefined because freeing an instance swap-removes it, and layering is what layers are for. So the run batching is gone. A layer is now `LayerDraws`: a `Primitives` and a texture `InstanceList` side by side, with `updated` covering both. `Primitives` holds only primitives again -- its instance list plus the group-1 data those instances read -- and `InstanceList` is the shared push/free/apply_free the two lists have in common rather than a second copy of it. `PrimitiveHandle` names which list with `InstanceKind`, and `PrimitiveChange` carries the same, since the two index independently. The handle no longer carries a group-1 index at all: a primitive instance already records where its entry is. The renderer gives each layer a second instance buffer and draws its textures one at a time after the instanced draw, each binding its own group 2. Review fixes alongside: `GlyphAtlas::allocate` returns the `PageUpload` it reserved instead of a bare tuple; a page or image region uploads through a new `write_region`, which passes the row stride to `write_texture` rather than copying the rectangle out first. Verified by replaying taps into the `tabs` example: three images added and one deleted leaves two drawn with two live texture slots, and the masked text-edit tab still clips, with the images freed on tab switch.
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@@ -83,9 +83,6 @@ impl UiRenderer {
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.block_on()
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.expect("Could not get adapter!");
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// No binding-array features or limits: the atlas is one
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// texture_2d_array and an image its own bind group, so nothing here
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// needs VK_EXT_descriptor_indexing the way the old layout did.
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let (device, queue) = adapter
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.request_device(&DeviceDescriptor {
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required_limits: Limits {
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