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A native-wide surface was allocated at the dynamic-resolution ceiling and rendered into its lower-left corner. On GL-on-Metal every render pass loads and stores the whole attachment, so the wide surfaces cost the ceiling's bandwidth at every level. Allocate them at the level they render at and reallocate at each step, rescaling the presented rows and margins from the old surface. The limit check stays at the ceiling. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>