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VkRenderPassManager kept m_renderbufferResources on FastSTL's open-addressing UnorderedMap while BlitFramebuffer caches a raw pointer into one of its elements - ResolveColorBlitBinding stores &rbResource->layout - and then calls MaterializePendingClearForRenderbuffer, which looks that same resource up again. FastSTL's operator[] runs its load-factor check before find_key and reallocates the whole bucket array when occupancy crosses it, so even a plain lookup relocates every element; erase only tombstones and never lowers the occupancy, so the doubling keeps firing. After a relocation the cached pointer names freed storage still holding the pre-clear VK_IMAGE_LAYOUT_UNDEFINED, BlitFramebuffer takes its "source image layout is undefined" early return, and the blit is silently dropped - glReadPixels then returns the zero-filled fresh allocation. That is why the failures looked arbitrary: which iteration breaks is pure arithmetic on the table's occupancy, and the observed set (GL_R8 at k=0,1,3,7, GL_R16 at k=6, GL_RG16 at k=4) is exactly the doubling ladder. Padding the map with unrelated live renderbuffers moves the failures to the positions the model predicts and every previously failing format then passes, so nothing else hides behind it. Reordering the materialize ahead of the resolves - the fix ReadPixels got, see the note at its call site - does not cover this, because BlitFramebuffer resolves two bindings and the second resolve still runs after the first pointer is taken. The depth blit, GetOrCreateRenderPass's depthRenderbufferResource and ReadDepthStencilPixels cache the same kind of pointer, so the invariant belongs in the container rather than in a per-call-site ordering rule. m_textureResources was already node-based for exactly this reason; this is the map that was left behind. Fixes renderbuffers_storage_multisample on DirectVulkan.