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* Move the atlas path renderer to the top of the chain. The batching abilities and low CPU footprint of this path renderer make it especially ideal for WASM/WebGL. * Bump the atlas path renderer's max path height from 256 to 512. In WASM/WebGL, the CPU/mem bandwidth tradeoff skews more toward minimizing CPU load and putting more stress on memory bandwidth. * Bump the AA triangulator's max verb count from 10 to 1000. This path renderer has always been under-utilized in Skia, IMO, when the only alternative is to render the path in software and upload a texture. In WASM, a software render is especially expensive. The type of paths created by Rive (fewer verbs that cover more length) are also the type of path that this path renderer is naturally good at.
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