[Fix] (DirectVulkan): drain frame transients on present-less paths - readback waits, suspended presentation, blocking sync waits and flush completion polls now run Present's per-frame drains (deferred buffer/texture releases, transient arena rewind, descriptor cursors, retired command buffers, conversion caches) whenever every submission is provably complete, so offscreen/minimized workloads stay bounded; never blocks, frames-in-flight overlap untouched

This commit is contained in:
2026-07-27 21:45:21 -04:00
parent 6ae3245a0d
commit c540fb88ee
8 changed files with 164 additions and 14 deletions
@@ -141,6 +141,15 @@ namespace MobileGL::MG_Backend::DirectVulkan {
m_transientUploadArena.BeginFrame(frameIndex);
}
void VkBufferManager::CollectAllDeferredReleases() {
for (Uint32 frameIndex = 0; frameIndex < m_deferredBufferReleases.size(); ++frameIndex) {
CollectDeferredReleases(frameIndex);
}
for (Uint32 frameIndex = 0; frameIndex < m_transientUploadArena.GetFrameCount(); ++frameIndex) {
m_transientUploadArena.CollectDeferredReleases(frameIndex);
}
}
void VkBufferManager::NotifyDeviceIdle() {
// Everything submitted so far has completed. Work recorded for the
// current frame has not been submitted yet, so the current serial