[D3D12] Use a single command list for all composition
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@@ -67,6 +67,9 @@ class D3D12Context : public GraphicsContext {
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D3D12_CPU_DESCRIPTOR_HANDLE GetSwapChainBackBufferRTV() const {
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return GetSwapChainBufferRTV(GetSwapChainBackBufferIndex());
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}
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ID3D12GraphicsCommandList* GetSwapCommandList() const {
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return swap_command_lists_[current_queue_frame_]->GetCommandList();
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}
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private:
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friend class D3D12Provider;
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@@ -94,8 +97,7 @@ class D3D12Context : public GraphicsContext {
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uint32_t swap_chain_back_buffer_index_ = 0;
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ID3D12DescriptorHeap* swap_chain_rtv_heap_ = nullptr;
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D3D12_CPU_DESCRIPTOR_HANDLE swap_chain_rtv_heap_start_;
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std::unique_ptr<CommandList> swap_command_lists_begin_[kQueuedFrames] = {};
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std::unique_ptr<CommandList> swap_command_lists_end_[kQueuedFrames] = {};
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std::unique_ptr<CommandList> swap_command_lists_[kQueuedFrames] = {};
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std::unique_ptr<D3D12ImmediateDrawer> immediate_drawer_ = nullptr;
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};
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