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A read-only V# the build clamps (size above the descriptor range limit cut to the mapped end, stride overhang cut to the allocation end) was compared with the template by its raw size, so an unchanged buffer counted as moved, was refused over the limit and the dispatch rebuilt every time; a moved one with an overhang was snapshotted past the allocation end. The build and the move proof now take the range from one function (ShaderResources::guestBufferBytes), compare clamped with clamped and snapshot the clamped range. An overlay without a descriptor set is refused like one that could not be made, and recording one throws instead of binding the template's set.