EDIT: BLAS build is now per-frame async
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@@ -1185,6 +1185,10 @@ void VulkanEngine::run()
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// Safe to destroy any BLAS queued for deletion now that the previous frame is idle.
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if (_rayManager) { _rayManager->flushPendingDeletes(); }
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// Progress queued BLAS builds over multiple frames to avoid large
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// stalls when many meshes require ray tracing structures at once.
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if (_rayManager) { _rayManager->pump_blas_builds(1); }
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// Commit any completed async IBL load now that the GPU is idle.
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if (_iblManager && _pendingIBLRequest.active)
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{
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