Restore an optimization that I mistakenly removed in https://github.com/zed-industries/zed/pull/54728. Drawing a quad with a border but no fill color will run the quad fragment shader for every transparent interior pixel, which is especially costly when the quad is large. Instead, split these quads into four non-overlapping strips that cover the regions where borders are painted. The side strips own the straight left and right edges, while the top and bottom strips own the horizontal edges and the rounded corners. Previously, this optimization only applied to borders drawn by the Taffy layout. I've decided to reinstate the logic directly in `paint_quad` so that the optimization can be applied more generally... though if this feels like too much policy, we can move it back. This reduces the GPU time spent painting a representative Zed scene by about 20% or so. Release Notes: - N/A
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