[D3D12] Minor deferred command list refactoring
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@@ -63,7 +63,7 @@ class D3D12CommandProcessor : public CommandProcessor {
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// submission.
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DeferredCommandList& GetDeferredCommandList() {
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assert_true(submission_open_);
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return *deferred_command_list_;
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return deferred_command_list_;
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}
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uint64_t GetCurrentSubmission() const { return submission_current_; }
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@@ -397,7 +397,7 @@ class D3D12CommandProcessor : public CommandProcessor {
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CommandAllocator* command_allocator_submitted_last_ = nullptr;
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ID3D12GraphicsCommandList* command_list_ = nullptr;
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ID3D12GraphicsCommandList1* command_list_1_ = nullptr;
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std::unique_ptr<DeferredCommandList> deferred_command_list_;
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DeferredCommandList deferred_command_list_;
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// Should bindless textures and samplers be used - many times faster
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// UpdateBindings than bindful (that becomes a significant bottleneck with
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