Simplify depth stencil resource usage
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@@ -420,7 +420,6 @@ bool InitD3D12(HWND inHWND, int inWidth, int inHeight) {
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gSwapChain.Initialize(swapChain, inWidth, inHeight);
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gDepthStencil.InitializeDepthStencil(device, inWidth, inHeight);
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ID3D12Resource* gDSRT = gDepthStencil.GetResource();
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D3D12_DESCRIPTOR_HEAP_DESC d3dDescriptorHeapDescRTV = {};
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d3dDescriptorHeapDescRTV.NumDescriptors = 2;
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@@ -447,7 +446,7 @@ bool InitD3D12(HWND inHWND, int inWidth, int inHeight) {
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d3dDSViewDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
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d3dDSViewDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
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gSwapChainDSV.InitializeAt(device, gDSRT, gSwapChainDSVHeap.GetCPUDescriptorHandleForHeapStart(), &d3dDSViewDesc);
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gSwapChainDSV.InitializeAt(device, gDepthStencil.GetResource(), gSwapChainDSVHeap.GetCPUDescriptorHandleForHeapStart(), &d3dDSViewDesc);
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gCommandAllocator.Initialize(device, XCEngine::RHI::CommandQueueType::Direct);
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gCommandList.Initialize(device, XCEngine::RHI::CommandQueueType::Direct, gCommandAllocator.GetCommandAllocator());
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