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Swizzles the Metal layer’s drawable-vending methods, so it sees every drawable a Metal, SceneKit, RealityKit, or game-engine view asks for. One reading per fixed window while frames are being presented. Real output from basset request get, captured while drawing through a CAMetalLayer subclass:
The first window shows drawableSkippedCount — three drawables the layer never had to give, counted apart from the ones actually presented.