Shared renderer improvements and complete compute replays
October 13 development build: the tree/settings sequence presents 38 frames in 30.001 seconds (1.27 FPS). Changes reduce redundant Vulkan state commands and array-layer copies, index shader metadata reads, compact large snapshot shaders and release excessive CPU frame capacity. Native probes pass; two complete compute replays reproduce all 26 and 25 bound buffers byte for byte. Tree streaks, lighting defects, heavy transfers and first-use compilation remain. An earlier BVH traversal stall is unresolved: diagnostic captures add synchronization and cannot prove it fixed. Runs were stopped with low Windows memory headroom. Character control and a controlled FPS gain remain unverified; the final frame-memory change has no live benchmark.
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