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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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@@ -267,6 +267,10 @@ public:
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Bool Initialize(const InitInfo& initInfo);
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void Shutdown();
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void BeginFrame(Uint32 frameIndex);
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// Drains every frame slot's deferred image/view releases. Only valid when
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// the 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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TextureResource* SyncTextureAndGetDescriptor(
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MG_State::GLState::ITextureObject& texture);
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