[D3D12] Fixes/cleanup for render targets and barriers
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@@ -83,7 +83,8 @@ class D3D12CommandProcessor : public CommandProcessor {
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uint64_t GetCurrentFrame() const { return frame_current_; }
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uint64_t GetCompletedFrame() const { return frame_completed_; }
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void PushTransitionBarrier(
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// Returns true if the barrier has been inserted (the new state is different).
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bool PushTransitionBarrier(
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ID3D12Resource* resource, D3D12_RESOURCE_STATES old_state,
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D3D12_RESOURCE_STATES new_state,
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UINT subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES);
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@@ -303,6 +304,9 @@ class D3D12CommandProcessor : public CommandProcessor {
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// open non-frame submission, BeginSubmission(true) will promote it to a
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// frame. EndSubmission(true) will close the frame no matter whether the
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// submission has already been closed.
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// Submission (ExecuteCommandLists) boundaries are implicit full UAV and
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// aliasing barriers, and also result in common resource state promotion and
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// decay.
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// Rechecks submission number and reclaims per-submission resources. Pass 0 as
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// the submission to await to simply check status, or pass submission_current_
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