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Without this lock, a concurrent call to SDL_ReleaseGPUBuffer, SDL_ReleaseGPUTransferBuffer or SDL_ReleaseGPUTexture can cause one of the arrays to be reallocated while METAL_INTERNAL_PerformPendingDestroys is iterating over it, causing a bad day all around.
(cherry picked from commit
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| d3d12 | ||
| metal | ||
| vulkan | ||
| SDL_gpu.c | ||
| SDL_sysgpu.h | ||