Regenerated doc + final submit for now

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# Juliet\src\Graphics\D3D12\D3D12CommandList
## Source Files
- Header: `Juliet\src\Graphics\D3D12\D3D12CommandList.h`
- Source: `Juliet\src\Graphics\D3D12\D3D12CommandList.cpp`
## AI Description
The provided code snippet is a part of a graphics rendering engine, specifically designed for DirectX 12. It includes functions to manage and execute commands in a graphics pipeline. The `ExecuteCommandLists` function is responsible for submitting multiple command lists to the GPU for execution. Here's a breakdown of what this function does:
### Function Overview
- **Submit Command Lists**: This function takes an array of `NonNullPtr?CommandList?` objects, each representing a command list that needs to be executed.
- **Inflight Fence**: It checks if any of the command lists are currently in flight (i.e., they have been submitted but not yet completed).
- **Signal Fence**: If a command list is not in flight, it signals the fence associated with that command list. This ensures that the GPU will wait for all commands to complete before proceeding.
- **Submit Command List**: It marks the command list as submitted by incrementing a counter and storing the handle of the fence in the `InFlightFences` array.
- **Present Data**: For each present operation, it sets up the swap chain texture container and updates the fence reference count.
- **Cleanups**: It checks for cleanups by comparing the completed value of the fence with the signal value. If they match, it cleanses the command list.
- **Index Buffer**: It sets the index buffer for rendering operations.
- **Push Constants**: It sets push constants for shaders.
- **Descriptor Heaps**: It ensures that descriptor heaps are properly set up before executing commands.
### Key Points
1. **Fence Management**: The function uses fences to ensure that all commands in a command list are completed before proceeding with the next one.
2. **Resource Barriers**: It handles resource barriers to transition resources between states (e.g., from `GENERIC_READ` to `INDEX_BUFFER`).
3. **Descriptor Heaps**: It ensures that descriptor heaps are properly managed and reused.
4. **Push Constants**: It sets push constants for shaders, which are used in vertex shader stages.
### Usage
To use this function, you would typically create an instance of `D3D12CommandList`, populate it with commands such as drawing primitives, setting viewports, scissor rectangles, and more, and then call `ExecuteCommandLists` to submit the command list for execution.
```cpp
// Create a command list
NonNullPtr?CommandList? commandList = Internal::CreateCommandList(d3d12Driver);
// Populate the command list with commands
Internal::SetViewPort(commandList, viewPort);
Internal::SetIndexBuffer(commandList, indexBuffer, IndexFormat::UInt16, indexCount, offset);
// Execute the command list
bool success = Internal::ExecuteCommandLists(d3d12Driver, ?commandList);
```
This setup ensures that all commands in a command list are executed efficiently and correctly, leveraging DirectX 12's features for efficient resource management and
## Symbols
### Namespace `Juliet::D3D12`
#### Classes, Structs & Unions
- `struct D3D12CommandListBaseData`
- `struct D3D12CopyCommandListData`
- `struct D3D12GraphicsCommandListData`
- `struct D3D12PresentData`
- `struct D3D12CommandList`
#### Functions & Methods
- `extern CommandList* AcquireCommandList(NonNullPtr<GPUDriver> driver, QueueType queueType)`
- `extern bool SubmitCommandLists(NonNullPtr<CommandList> commandList)`
- `extern void SetViewPort(NonNullPtr<CommandList> commandList, const GraphicsViewPort& viewPort)`
- `extern void SetScissorRect(NonNullPtr<CommandList> commandList, const Rectangle& rectangle)`
- `extern void SetBlendConstants(NonNullPtr<CommandList> commandList, FColor blendConstants)`
- `extern void SetBlendConstants(NonNullPtr<CommandList> commandList, FColor blendConstants)`
- `extern void SetStencilReference(NonNullPtr<CommandList> commandList, uint8 reference)`
- `extern void SetIndexBuffer(NonNullPtr<CommandList> commandList, NonNullPtr<GraphicsBuffer> buffer,
IndexFormat format, size_t indexCount, index_t offset)`
- `extern void SetPushConstants(NonNullPtr<CommandList> commandList, ShaderStage stage, uint32 rootParameterIndex,
uint32 numConstants, const void* constants)`
### Namespace `Juliet::D3D12::Internal`
#### Functions & Methods
- `extern void SetDescriptorHeaps(NonNullPtr<D3D12CommandList> commandList)`
- `extern void DestroyCommandList(NonNullPtr<D3D12CommandList> commandList)`
- `extern bool CleanCommandList(NonNullPtr<D3D12Driver> driver, NonNullPtr<D3D12CommandList> commandList, bool cancel)`
- `extern void TrackGraphicsPipeline(NonNullPtr<D3D12CommandList> commandList, NonNullPtr<D3D12GraphicsPipeline> pipeline)`
- `extern void TrackTexture(NonNullPtr<D3D12CommandList> commandList, NonNullPtr<D3D12Texture> texture)`