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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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@@ -59,8 +59,8 @@ class CInteropResource
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bool IsReady() { return m_ready; }
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bool Compare(const ComPtr<ID3D11Texture2D>& srcTex);
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void Signal();
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void Sync(CD3D12CommandQueue& queue);
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bool Signal();
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bool Sync(CD3D12CommandSlot& slot);
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void SetFullDamage();
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void SetDirtyRects(const RECT * dirtyRects, unsigned nbDirtyRects);
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