Dated source reference. Current release status: handoff state. Full original relative paths are in the developer archive.
Ordered cache and shader state
native-material-state-sequence.hpp predicts shader binds and cached writes
and flushes from one initial copied state. It suppresses a redundant bind,
marks the vertex shader invalid after a cached vertex constant write (including
a zero-count write), and predicts the later rebind. Backing words are opaque
identifiers. They supply no resource ownership or driver-call authority.
KR passes 298,226 Windows x86 checks. The fixture executes captured shader-bind instructions and the previously checked cached writers against persistent state, compares every resulting shader word and cache array, and checks ordered driver calls across 3,240 actions. Three distinct device objects exercise all thread-selection branches. Controlled driver calls return failure to verify the native cache still follows its observed write ordering. The baseline cache flush dispatch and render-state table remain controlled.
The portable sequence passes 21,668 checks under local ASan/UBSan. Malformed actions, hidden payloads, invalid cache rows and aggregate limits refuse and clear the complete output. This standalone component is newer than KO and does not inherit KO's paired game evidence. Complete material leaf predictions, whole-packet integration and source/free/context qualification remain required.