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The wide mirror carries its own depth attachment, but depth was cleared in exactly one place in this file -- hr_begin, which only ever touches the hr FBO. So with PGXP depth on, the wide surface tested against depth written before its allocation and never cleared since: margins accumulate depth forever and progressively reject their own geometry, which is the same failure mode as the s_frame_count bug and just as invisible to a single-frame A/B. Cleared at allocation alongside colour and stencil, and again per frame in wide_target_begin, armed at Swap exactly like the hr clear. Latent rather than observed: the widescreen mod is off in the harness used for the depth measurements, so g_wide_cur is 0 and the mirror pass never runs there. It would bite any widescreen player the moment depth was enabled. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>