[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
@@ -77,6 +77,11 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// Recreate all per-frame transient arenas
Bool RecreateTransientArenas(Uint32 frameCount);
void BeginFrame(Uint32 frameIndex);
// Drains every frame slot's deferred buffer/resource releases (and the
// transient arena's parked superseded blocks). Only valid when the
// caller has proven every queue submission complete; used by the
// present-less frame-boundary drain.
void CollectAllDeferredReleases();
// All previously submitted GPU work has completed (vkDeviceWaitIdle).
void NotifyDeviceIdle();
// A frame slot's submission fence has been waited: every serial up to