After GPU device recovery clears the atlas, the next frame could re-present a stale scene via the needs_present path (which skips scene rebuilding). The stale scene references texture IDs that no longer exist in the cleared atlas, causing an index-out-of-bounds panic. Fix this by setting a force_render_after_recovery flag when device recovery completes. The platform refresh loop reads this flag and passes force_render: true in RequestFrameOptions, ensuring GPUI rebuilds the scene before presenting. Fixes ZED-5QT Release Notes: - N/A or Added/Fixed/Improved ...
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