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AtlasEngine: Implement sixels (#17581)
* Add a revision to `ImageSlice` so that the renderers can use it to cache them as bitmaps across frames. * Hooked up the revision tracking to AtlasEngine to cache the slices into `Buffer`s so we can own them into the `Present`. * Hooked up those snapshots to BackendD3D with a straightforward hashmap -> atlas-rect logic. Just like rendering text. * Hooked up BackendD2D with a bad, but simple & direct drawing logic. * Bonus: Modify `ImageSlice` to be returned as a raw pointers as this helps performance slightly. (Trivial type == good.) * Bonus: Fixed the `_debugShowDirty` code (disabled by default). ## Validation Steps Performed * `mpv --really-quiet --vo=sixel foo.mp4` looks good ✅ * Scroll up down & observe dirty rects ✅
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