Before a dispatch or draw that writes buffer ranges is recorded, store the
results of storage images still pending in those ranges, whatever path
serves the range (in place, copied, or an address-based heap, which the
per-region flush exempts), and include the written ranges in the pending
scan of a revalidated resource set.
Without it the image's write-back could come after the buffer write: a
partial write to a 64 KiB block made the write-back keep the whole block,
dropping the image's results in the rest of it, and a write-back recorded
after the buffer write stored the image's older texels over it. Titles
that reuse transient memory for textures and buffers in the same frame
(Unreal Engine's render graph transient allocator) read corrupted tile
data as a result.