Classification entries created this frame (cache misses). ~0 in steady state; a persistently non-zero value means object material identities churn every frame, which also churns the cached per-pass OIT variants.
Total classification entries created since this pass instance was constructed (monotonic). Resets only when the pass itself is recreated, so it grows quickly during warm-up and should then plateau.
GPU geometries currently tracked by the renderer (global).
Active OIT pipeline registrations on this canvas (the ref-counted
RenderingState _oitCount). Should read 1 while a single OIT pipeline is
mounted; a value that climbs each time the pipeline is recreated means a pass was
acquired but never released in OITRenderPass.dispose (a real leak).
Compiled shader programs currently held by the renderer (global). -1 if unavailable.
GPU textures currently tracked by the renderer (global; watch for unbounded growth).
Resource/accumulation counters for leak monitoring. Unlike OITRenderPassStats (per-frame object classification, which naturally varies with the camera), these track internal structures and global GPU resources that should stay bounded over time. Watch them while toggling the pipeline on/off (which recreates the passes): a steady climb indicates passes or GPU resources are not being disposed.