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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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@@ -280,7 +280,7 @@ ComPtr<ID3D12Resource> CColorTransformEffect::Run(
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UNREFERENCED_PARAMETER(dirtyRects);
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UNREFERENCED_PARAMETER(nbDirtyRects);
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// GetComputeQueue waits for the previous submission before Run is called,
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// GetComputeSlot waits for the previous submission before Run is called,
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// so this is the first point where the shared upload buffers are guaranteed
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// not to be in use by the GPU.
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if (m_uploadPending)
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