RenderingElement3D::tlases was a plain static array, so its buffers
were freed by its static destructor at process exit. The Vulkan driver
and layers are loaded during Device::Initialize, after the array was
constructed, so their own statics are torn down first, and destroying
the buffers then called into freed driver and layer state: every
ray-traced app run with CRAFTER_GRAPHICS_VALIDATION segfaulted on exit
inside the validation layer. TLASHighWaterMark and
TLASInstanceDirtyTracking worked around it by tearing frame 0's TLAS
down by hand before returning.
tlases now refers to an array that is never destroyed, the choice
Device already makes for the device itself, and exit reclaims the
memory. Indexing it is unchanged for callers. The hand teardown in the
two tests goes.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>