[D3D12] Use deferred command list
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@@ -210,6 +210,25 @@ void D3D12GraphicsSystem::StretchTextureToFrontBuffer(
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command_list->DrawInstanced(3, 1, 0, 0);
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}
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void D3D12GraphicsSystem::StretchTextureToFrontBuffer(
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D3D12_GPU_DESCRIPTOR_HANDLE handle,
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D3D12_GPU_DESCRIPTOR_HANDLE* gamma_ramp_handle, float gamma_ramp_inv_size,
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DeferredCommandList& command_list) {
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if (gamma_ramp_handle != nullptr) {
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command_list.D3DSetPipelineState(stretch_gamma_pipeline_);
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command_list.D3DSetGraphicsRootSignature(stretch_gamma_root_signature_);
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command_list.D3DSetGraphicsRootDescriptorTable(1, *gamma_ramp_handle);
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command_list.D3DSetGraphicsRoot32BitConstants(2, 1, &gamma_ramp_inv_size,
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0);
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} else {
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command_list.D3DSetPipelineState(stretch_pipeline_);
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command_list.D3DSetGraphicsRootSignature(stretch_root_signature_);
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}
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command_list.D3DSetGraphicsRootDescriptorTable(0, handle);
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command_list.D3DIASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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command_list.D3DDrawInstanced(3, 1, 0, 0);
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}
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std::unique_ptr<CommandProcessor>
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D3D12GraphicsSystem::CreateCommandProcessor() {
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return std::unique_ptr<CommandProcessor>(
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