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- Metal: Load the shader cache again in DeviceRestore, like Vulkan. DeviceLost saves it and throws everything away, so the next save (the next app switch, or quitting) overwrote it with only what had been drawn since. - Software renderer: Bring the post-shader back after a device loss. DestroyDeviceObjects asks for it with restorePostShader_, but CreateDeviceObjects cleared the flag again before BeginFrame could act on it. The hardware backends recover through renderResized_. - Forget pointers into the old device's objects in DeviceLost, rather than relying on BeginFrame to come before the next flush: Vulkan's last pipeline and bound views, Metal's UBO allocations, the GLES last linked shader and bound texture. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>