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Two previously-stubbed GL 3.3 Core entry points. glMultiDrawArrays: mirrors the existing glMultiDrawElements(BaseVertex) architecture end to end -- a new MultiDrawArrays backend function-table slot dispatched from the frontend after program/primitive-mode validation (plus a drawcount < 0 -> GL_INVALID_VALUE guard). - DirectGLES: PrepareForDraw once, then loop native glDrawArrays with the same per-range client-side array upload the single DrawArrays does. - DirectVulkan: build a MultiDrawCmd payload and hand it to a new VulkanRenderer::MultiDrawArrays, which does one SetupDraw over the union of the sub-draw vertex ranges and then a vkCmdDraw per range (mirrors VulkanRenderer::MultiDrawElements). glGetBufferSubData: reads a range of the bound buffer's CPU shadow into client memory via a new BufferObject::DownloadSubData, with the same validation shape as BufferSubData (INVALID_VALUE for negative/overflowing range, INVALID_OPERATION for no bound buffer or a non-persistent mapped buffer). The shadow reflects CPU writes and backend write-backs but not arbitrary GPU-side writes, which is documented on the method. Tests: 2 BufferTest cases for glGetBufferSubData (round-trip read of a middle range and the whole buffer, plus out-of-range/negative/no-buffer errors). BufferTest 32/32, SanityTest 30/30, VertexArrayTest 42/42; library builds clean. (The glMultiDrawArrays draw paths are not runtime-testable on this host and are compile-verified against the tested MultiDrawElements pattern.)