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A merged 4_4_4_4 write runs its pixel shader after early depth and stencil tests. Vulkan counts a sample for an occlusion query at those tests, so pixels the guest shader kills under late tests would be counted, and on the console they are not. Once the game has read an occlusion counter the recorder counts samples for every later draw, so from then on such a merge throws. The check runs where the recorded and recipe draw paths prepare their inputs. The state records DB_SHADER_CONTROL.KILL_ENABLE for it, which fits in the existing padding. The execution test starts sample counting and then checks two cases: a merge that kills a checkerboard under late tests is refused, and a merge that kills nothing still draws. A decode test reads KILL_ENABLE. Co-Authored-By: Claude Sonnet 5.5 <[email protected]>