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A depth plane copy (a depth surface sampled as several slices, an integer view or a cube) was kept until the device went away, with a staging buffer of its own size, and a staging buffer it outgrew was never freed. Every depth surface a scene ever sampled this way held its copy, so device memory grew with each new scene (0.4-1.2 GB in RE2 after a level load). The copies now share their image's ownership with the views they hand out, the recorder keeps the image and the staging buffer until the recorded copy has run, and past APS5_DEPTH_PLANE_COPY_MIB (default 256; 0 keeps every copy) the least recently used copies leave the cache. A copy made again refills from the surface and guest memory as a new one does. agc_driver_depth_plane_sampling_evicting runs the plane sampling cases with a 1 MiB budget. Co-Authored-By: Claude Opus 5.5 <[email protected]>