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// transient arena's parked superseded blocks).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