Fix the UI-side vertex-window resolver (`resolve_vertex_window`) so it identifies vertex fetches via the control-flow `Exec` clause `sequence` bitmap instead of blindly decoding every 3-dword triple. Root cause (GPUBUG-109): the Xenos instruction block packs ALU and fetch instructions identically (96 bits each); only the owning `Exec` clause's `sequence` bitmap (2 bits per instruction, bit[2*i] = fetch/ALU) tells them apart. The old resolver scanned every triple and trusted the first that happened to decode as a vertex fetch, gated by a `dword0 & 3 == 3` "type" guard. On real shaders this mis-decoded ALU triples as fetches and either picked a garbage fetch-constant slot or rejected the clause before reaching the true vertex fetch. Now walk the CF exec clauses exactly as the translator does (`translator.rs::emit_exec`) and take the first sequence-flagged *vertex* fetch. Measured (env-gated probes, removed before commit): the resolver now reaches the real fetch on every splash VS. The RectangleList draws (vs 0x36660986 / 0xd4c14f46) keep resolving real geometry (valid fetch const 0). The publisher-logo QuadList (vs 0x03b7b020) is correctly seen to fetch from a fetch constant whose dword0 = 0x1 (no vertex buffer) — i.e. its geometry is NOT sourced from a memory vertex buffer, so it still (correctly) falls to the procedural path. That remaining gap (the logo's auto-generated/index-derived geometry) is the next milestone-1 step; this commit removes the decoder defect that masked it. Determinism: UI-only. `resolve_vertex_window` runs only when `frame_captures` is `Some` (i.e. `--ui`); the headless `--gpu-inline` core never calls it. `check -n50000000 --gpu-inline --stable-digest` exit 0 and byte-identical run-to-run. cargo test --workspace: 681 green. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>