With graphics pipeline libraries a draw places the pixel shader's push constants at the fixed fragment slot (Graphics::StagePushOffset) and the draw cache records that offset, but lookupDraw still expected the stacked offset after the vertex shader's push bytes. Every pixel stage then missed as a layout mismatch, so no cached draw or draw recipe was reused and each draw was captured and materialized again. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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