redefiend properties so that min/max are prioritized,
as they are accessed more frequently than pos/size
during rendering calculations.
also introduced miscellaneous functions to improve usability.
Performing a full-screen RenderPass resolve is too expensive.
Because most composite cases only require a small area to be rendered off-screen.
To improve performance, use the bounds of the Geometry for off-screen rendering whenever possible
* Optimize clip logical, change to use GL_GRATER and keep incrace depth
value, so no need to do depth clear after every clip draw.
* Correct geometry bounding box calculation, and make sure the bounds is
larger than all vertices
* Limit drawing area for off-screen RenderPass with correct scissor box
* use GLRenderBuffer in color and stencil attachment, also use x4 sample
count by default.
* add msaa resolve logical at the end of a ComposeTask, so the normal
color texture can get the final rendering result.