- nvnCommandBufferDownsample / DownsampleTextureView are recorded as a
texture copy with a host flag (DM_COPY_RESOLVE) and replayed as a
Metal multisample resolve (depth takes sample 0); equal sample counts
become a plain copy. They used to be skipped.
- A texture object that is invalid when recorded (Unity finalizes and
re-initializes the same render target between recording and
submitting) keeps the old behaviour: the record holds the object
pointer and replay reads it at submit. Snapshots made render targets
disappear in that case.