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Make GPUDevice.destroy() a queued operation #2599

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@kainino0x

It came up in today's editors' call that GPUDevice.destroy() should probably be a queued operation, i.e. occurring after previous operations on the device timeline. This would allow patterns like:

  • Render to a canvas and destroy before waiting for it to be presented
  • Do some work, issue a mapAsync for readback, and destroy before waiting for the map to complete

I am pretty sure this can be a post-V1 change, but we should briefly discuss before deciding that.

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