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A drop shadow, inner shadow or outer glow with a large size needed gigabytes for one render: the multithreaded pipeline's offscreen image grew by three times the blur on every side, and vello pads its own filter layer by as much again, on single-threaded contexts too. A blur wider than 1,024 device pixels is now drawn offscreen at a lower resolution, where it is that wide, and scaled back up. It looks the same, and both buffers stay close to the window's size.