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[idd] serialize framebuffer copies on one queue
Replace the rotating D3D12 copy queues with two framebuffer-bound recording slots on one physical COPY queue. Keep allocator, command list, query range, callback state, and fence target independent per slot. Submit source waits, execution, and signaling on the shared timeline. Track framebuffer ownership through completion and serialize LGMP publication around the last successfully published frame.
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@@ -49,10 +49,9 @@ struct CD3D12Device
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ComPtr<ID3D12Device3> m_device;
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ComPtr<ID3D12Heap > m_ivshmemHeap;
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CD3D12CommandQueue m_copyQueue[4];
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unsigned m_copyQueueIndex = 0;
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CD3D12CommandQueue m_copyQueue;
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CD3D12CommandQueue m_computeQueue;
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bool m_computeEnabled = false;
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bool m_computeEnabled = false;
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bool HeapTest();
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@@ -80,6 +79,6 @@ struct CD3D12Device
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ComPtr<ID3D12Heap > GetHeap() { return m_ivshmemHeap; }
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bool IsIndirectCopy() { return m_indirectCopy; }
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CD3D12CommandQueue * GetCopyQueue();
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CD3D12CommandQueue * GetComputeQueue();
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CD3D12CommandSlot * GetCopySlot(unsigned frameIndex);
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CD3D12CommandSlot * GetComputeSlot();
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};
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