Okay, I did not express myself clearly I see now. I am talking about whenever our platform code explicitly decides to free the transient memory for whatever reason. For example, we might want to free the transient memory if the user switches to another application without closing our game (like Alt+tabbing for example). Another example would be iOS'
UIApplicationDelegate#applicationDidReceiveMemoryWarning. In these circumstances out platform layer could potentially decide to explicitly free the transient memory and then later rebuild it when the game is resumed.
The above is based on my understanding of Casey's idea about transient memory. That understanding might be wrong of course.
But assuming my understanding is fairly correct, how do we make sure that we don't free memory being actively used by background threads in these cases?
I hope this clarified my question.