The record fixtures spell their metas and resolved layouts out in full,
so the name-from-input fields reach them as empty. `named_value!`'s
example moves to `ignore`: its `for T` arm implements a core-types trait
on the value type, which only core-types itself may do.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
`Named<X>` in parameter position declares where a placeholder's name is
wired, and the macro gives that input constant text; `Attr<Named<X, V>>`
in the return writes under it. The kernel is handed the bare placeholder,
since the name is spent resolving the layout and a folded offset is all
the write needs, so the hot path matches a marker node's exactly.
A name-generic write names its value type through the wired generic,
which only an implementations row resolves, so those nodes emit their
layout meta per row rather than sharing one across rows.
`write_attribute` is the catalog's set half, restoring the identifier
master's documents carry with its input positions. Its name input is a
constant, so those documents resolve without migration, and the reset
marker that stood in for the missing node retires with it.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Scaffolding merge for the reconcile; the final series to master is
authored fresh. Rank plumbing resolves to our axis-IR model, the node
macro and the LaneSource render walk stay ours, master's vector
restructure and gradient vocabulary are adopted, and the paint and
appearance adoption is deliberately deferred behind our fill and stroke
markers.
* Revert "Fix corrupted font resource loading in older documents"
This reverts commit 404d9f3047.
* Fix migrations for the Read Vector, Dot Product, Query JSON, and Sample Polyline nodes
* Fix text node migrations
* Provide resource storage to the resource message handler
* Refetch resources whose stored bytes are missing
* Add test for refetching resources with missing bytes
* Draw raster images with pad extension instead of repeat
* Add the GPU basic brush renderer
* Rework the brush tool around the GPU basic brush
* Remove the CPU brush implementation
* Destroy GPU textures when the last reference drops
* Request pooled textures synchronously
* Pool cached textures by format
* Add the owned GPU buffer type
* Route the remaining GPU allocations through the executor
* Add weak texture parking to the texture cache
* Raise the texture cache budget to 1GB for native and 512MB for wasm