The previous commit moved everything out of the list before running callbacks, to
avoid appending to a vector being iterated. That regressed device teardown: a
callback can queue more deletes (~VKFramebuffer does, via ~VKRFramebuffer, which
queues image views, image allocations and framebuffers), and those land back on a
list that used to be picked up by the object loops later in the same pass.
That's harmless for the per-frame lists, since callbacks queue onto the global
list and a later frame drains it. But PerformPendingDeletes() drains the global
list itself, and DestroyDevice() calls it immediately before vmaDestroyAllocator
and vkDestroyDevice - so the re-queued objects were never destroyed at all.
Loop instead. In the per-frame case that's one extra empty lap.
Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01Vd8ntC2brCUtCrDJMqLbs8