[D3D12] Use a single command list for all composition
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@@ -30,9 +30,11 @@ class D3D12ImmediateDrawer : public ImmediateDrawer {
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bool Initialize();
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void Shutdown();
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std::unique_ptr<ImmediateTexture> CreateTexture(
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uint32_t width, uint32_t height, ImmediateTextureFilter filter,
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bool repeat, const uint8_t* data) override;
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std::unique_ptr<ImmediateTexture> CreateTexture(uint32_t width,
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uint32_t height,
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ImmediateTextureFilter filter,
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bool repeat,
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const uint8_t* data) override;
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void UpdateTexture(ImmediateTexture* texture, const uint8_t* data) override;
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void Begin(int render_target_width, int render_target_height) override;
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@@ -56,7 +58,7 @@ class D3D12ImmediateDrawer : public ImmediateDrawer {
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D3D12_CPU_DESCRIPTOR_HANDLE sampler_heap_cpu_start_;
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D3D12_GPU_DESCRIPTOR_HANDLE sampler_heap_gpu_start_;
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std::unique_ptr<CommandList> command_lists_[D3D12Context::kQueuedFrames] = {};
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ID3D12GraphicsCommandList* current_command_list_ = nullptr;
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struct SubmittedTextureUpload {
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ID3D12Resource* data_resource;
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