fn write_prim_blocks_impl(
builder: &mut GpuBufferBuilderImpl<GpuBufferBlockF>,
prim_rect: Box2D<f32>,
clip_rect: Box2D<f32>,
pattern_base_color: ColorF,
pattern_texture_input: RenderTaskId,
segments: &[QuadSegment],
pattern_scale_offset: ScaleOffset,
) -> GpuBufferAddress