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When a draw's stage fails to prepare, capture or recompile, the packet worker fails the queue and the next Submit or WaitIdle rethrows the error, which ends the title. With APS5_SKIP_REFUSED_DRAWS set, materializeDrawStage rethrows that error as a RefusedDraw; the packet loop skips the draw, counts it as a thrown skip, logs the shader once per address and runs the rest of the submission. The frame then lacks that draw. Compute refusals and errors outside the stage build fail as before, and without the switch nothing changes. agc_driver_draw_unsupported_buffer_type_skip_refused submits a draw whose pixel shader is refused twice with the switch: the WRITE_DATA after it lands both times and the color target stays untouched. AI-assisted: yes