D3D12: Fix GetCompletedValue() returning hardcoded 0
Was returning 0 unconditionally. Now correctly returns m_frameFence->GetCompletedValue() to report GPU progress.
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@@ -104,6 +104,9 @@ void D3D12CommandQueue::Wait(ID3D12Fence* fence, uint64_t value) {
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}
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uint64_t D3D12CommandQueue::GetCompletedValue() {
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uint64_t D3D12CommandQueue::GetCompletedValue() {
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if (m_frameFence) {
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return m_frameFence->GetCompletedValue();
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}
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return 0;
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return 0;
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}
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}
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