• Remove ClipScrollGroup and PackedLayer.

    Instead, we provide access to both the clip node and scroll
    node for a given primitive in the shader. The shader then
    calculated the appropriate local clip rect.
    
    There's a few hacks in here - for example, the way that
    I pack the clip/scroll IDs into a single u32 for the
    shaders. In the future, we'll be switching the vertex formats
    to work on u16 size data fields, so this will become a lot
    simpler then.
    gw3583 committed Nov 5, 2017