The renderer bound every texture through one
`binding_array<texture_2d<f32>>` indexed per primitive. That needs
`VK_EXT_descriptor_indexing`, which a real share of Android GPUs do not
have, so the shape did not run there at all.
Split the two things being bound, since they want opposite treatment:
- Glyph atlas pages become layers of one `texture_2d_array`. A glyph
primitive carries a layer rather than a view/sampler index pair, and a
layer index is an ordinary sampling operand -- no extension. Growing the
atlas recreates the array with headroom and copies the old layers across
GPU-side.
- A standalone image gets its own texture and its own bind group, and
draws in its own call. It no longer needs a per-instance entry in
`PrimitiveData` at all: the bind group has already picked the texture.
`Primitives` therefore keeps images in a list of their own, with
`PrimitiveChange::is_image` saying which list a renumbering belongs to --
the two have independent index spaces, so `(layer, inst_idx)` alone would
collide between them.
Verified on this machine's real GPU (Venus onto an RX 7900 XT, confirmed
by the loaded ICD rather than assumed): the `tabs` example renders
byte-identical screenshots before and after, both for a text-and-rect tab
and for one holding a standalone image.