void ConstructShaderInfoAllocator()
 {
     m_ShaderInfoAllocator = new UIRVEShaderInfoAllocator();
     m_ShaderInfoAllocator.Construct();
     m_FullOpacityShaderInfo       = m_ShaderInfoAllocator.Allocate(atlasManager);
     m_FullOpacityShaderInfo.owned = 0; // This will be never freed and is marked specially with 0
     if (m_FullOpacityShaderInfo.IsValid())
     {
         atlasManager.EnqueueBlit(UIRenderDevice.whiteTexel, m_FullOpacityShaderInfo.x, m_FullOpacityShaderInfo.y, false, Color.white);
     }
 }
 internal void FreeShaderInfo(UIRVEShaderInfoAllocator.Allocation alloc)
 {
     m_ShaderInfoAllocator.Free(alloc);
 }