Let each primitive record its own draws
`draw` had three branches, one per shader, which is the dynamic dispatch this was asking for. A primitive now brings a `PrimitiveRender`: it states the layout its shader reads, uploads whatever it owns, and records its own draws. `GlyphRender` owns the atlas and binds it once for a list; `ImageRender` owns the images and binds one per instance; the default owns nothing and draws them all in one call. The renderer sets the pipeline, the shared group, the list's data and the vertex buffer, and knows nothing else about what it is drawing. Measured before committing to it, since dispatch per list is the cost. Wall time on this machine swings 2x between runs of one binary, so the comparison is instructions retired, which is stable to 0.1%: at 256 layers drawing 8 rects, 8 glyphs and 2 images each, 7.4074e9 against 7.4145e9, and at 1024 layers 27.467e9 against 27.498e9. Both are 0.1%, which is 6 instructions per list drawn -- one indirect call. Recording a list into the pass costs wgpu about 5,400. `tests/draw_cost.rs` is that measurement, kept. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -215,7 +215,7 @@ impl DefaultAppState for Client {
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"widgets: {}\nactive: {}\ntextures: {}",
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rsc.widgets().len(),
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render.active_widgets(),
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self.ui_state.renderer.ui.texture_count(),
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rsc.ui().textures.count(),
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);
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if new != *rsc.widgets()[self.info].content {
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*rsc.widgets_mut()[self.info].content = new;
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