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A depth surface lives only in its Vulkan image, so a view of its memory with another layout could only throw, and a matching view kept reading the image after other writes over its memory. Retire the surface when a color target or a written storage image it does not serve overlaps its planes, or when a view it cannot serve finds guest memory over the planes written since the surface was last bound; lookups then skip it and the view reads the memory like any texture. Binding the target again brings the surface back. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>