gpui: Fix native object accumulation in headless Metal rendering (#64099)
# Objective Heavy headless rendering benchmarks accumulated native temporary objects across frames because they could run for a long time without an autorelease pool draining. This PR adds a scoped autorelease pool around each headless rendering call so those temporary objects are released promptly. GPU submission remains asynchronous, and image readback retains its existing completion wait. Release Notes: - N/A
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@@ -7578,6 +7578,7 @@ dependencies = [
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"log",
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"metal",
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"objc",
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"objc2 0.6.3",
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"parking_lot",
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]
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