A static (!allowUpdate) mesh can never refit, so its per-mesh DEVICE_LOCAL
scratch buffer is dead weight the moment the build's GPU work completes —
yet it was kept alive for the mesh's whole lifetime. In many-mesh scenes
(where static meshes dominate) this is real, accumulating VRAM waste.
Release it via scratchBuffer.DeferredClear() right after recording a fresh
build for a static mesh. The old "free-after-build is a UAF, the GPU is
still building" hazard is gone: the fence-keyed deferred-deletion queue
(#101/#102) retires the allocation only once the build's frame has passed
its fence. A later Refit on a static mesh takes the rebuild fallback, whose
Resize sees the nulled handle and re-Creates the scratch. Refit-capable
(allowUpdate) meshes keep their scratch as before — an in-place UPDATE
reuses it each frame.
Extends the BLASBuildOptions hardware test to assert the scratch is retained
for allowUpdate meshes and released for static ones (including across a
static-mesh refit rebuild), with the validation layer confirming zero errors.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>