fix: reduce shader usage
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@@ -240,6 +240,8 @@ void BlobShape::updatePolish() {
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m_cachedInvertedRadius = 0;
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memset(m_cachedInvertedOuter, 0, sizeof(m_cachedInvertedOuter));
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memset(m_cachedInvertedInner, 0, sizeof(m_cachedInvertedInner));
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memset(
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m_cachedInvertedOuterRadii, 0, sizeof(m_cachedInvertedOuterRadii));
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auto* inv = m_group->invertedRect();
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if (inv) {
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@@ -290,6 +292,9 @@ void BlobShape::updatePolish() {
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m_cachedInvertedInner[1] = innerCY;
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m_cachedInvertedInner[2] = innerHW;
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m_cachedInvertedInner[3] = innerHH;
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static_cast<BlobShape*>(inv)->outerCornerRadii(
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m_cachedInvertedOuterRadii);
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}
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}
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@@ -417,6 +422,10 @@ QSGNode* BlobShape::updatePaintNode(QSGNode* oldNode, UpdatePaintNodeData*) {
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material->m_invertedInner,
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m_cachedInvertedInner,
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sizeof(m_cachedInvertedInner));
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memcpy(
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material->m_invertedOuterRadii,
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m_cachedInvertedOuterRadii,
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sizeof(m_cachedInvertedOuterRadii));
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const int count =
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static_cast<int>(qMin(m_cachedRects.size(), qsizetype(16)));
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