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- Flush before the queued draws would decode more than VERTEX_BUFFER_MAX vertices. The batch was limited by index count, which doesn't bound a sparse index range, and DecodeVerts silently stopped while DecodeInds still emitted indices for the undecoded draws. - Give TestBoundingBox its own scratch buffer. It used offsets in decoded_, which can hold decoded vertices that aren't flushed yet. - Read 32-bit indices the way the PSP does, ignoring the upper 16 bits. IndexConverter and the fast bounding box test used all 32, so a game setting them indexed far past the decoded vertices. - D3D11: Flush in FinishDeferred like the other backends, since indices are still read from PSP memory at flush time (#10095). - Don't JIT new vertex decoders once the code space is full. Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>