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The shared blit shader clamps the sampled Y to flags.z..w, but the native readback uniform set flags.w to 0, so every row sampled row 0. The blit pipeline was also built only for the surface format, while the readback draws into an RGBA8 texture; on a BGRA surface (the usual Linux/Vulkan choice) the pipeline and attachment formats disagree, which release builds no longer catch because Dawn validation is skipped. Build blit pipelines for RGBA8, BGRA8 and the surface format, and pick one by destination format. The Quest 1 simple blit path is unchanged. From upstream patchzyy/Wiicompiled 6f14bde (#244, KartPad batch). Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Wg7mB8ogCWmp9GH19Uc82B