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[D3D12] Refactored resource transition barriers.
Resources are no longer put back into their previous state at each encoded command for performance reasons. This requires smarter caching of state transition barriers and D3D12CommandContext now tracks the resource states that the command list expects them to be in at the beginning as well as the states the resources will be in at the end of the command list. D3D12CommandBuffer does separate resource transition tracking for bundles (aka secondary command buffers). Also fixed D3D12ResourceHeap::TransitionResources(), which uses the wrong descriptor index for resource transitions. TODO: MIP-map generator still does not transition subresources, only the whole resource, which is not correct for UAVs and sub-SRVs.
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