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[host] measure ready time at framebuffer publication
Exclude command queue reset and cleanup from the ready stage, and keep the wall-clock residual only as the legacy timing fallback.
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@@ -67,6 +67,7 @@ class CD3D12CommandQueue
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bool InitTiming(ID3D12Device3 * device, D3D12_COMMAND_LIST_TYPE type);
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void UpdateClockCalibration();
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bool ConvertGPUTimestamp(UINT64 timestamp, uint64_t& result) const;
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void OnCompletion()
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{
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@@ -108,8 +109,8 @@ class CD3D12CommandQueue
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bool BeginTiming();
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void EndTiming();
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// Return the command-list start in QueryPerformanceCounter-domain ns.
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bool GetGPUStartTime(uint64_t& start);
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// Return the copy boundaries in QueryPerformanceCounter-domain ns.
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bool GetGPUTimes(uint64_t& start, uint64_t& end) const;
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//void Wait();
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bool IsReady () const { return !m_pending ; }
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