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Headless renders to an offscreen backbuffer that nothing ever draws to, so the GE debugger's screenshot read uninitialized memory. Fail the readback instead, like headless Vulkan (which has no backbuffer), so the debugger falls back to the displayed PSP framebuffer. All the GE debugger buffers (screenshot, render color/depth/stencil, texture, CLUT) now read back the same as Vulkan's. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>