Update main.cpp to use D3D12CommandList wrapper methods, add SetRenderTargets and Clear overloads
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@@ -61,6 +61,7 @@ public:
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void SetScissorRects(uint32_t count, const Rect* rects);
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void SetPrimitiveTopology(PrimitiveTopology topology);
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void SetRenderTargets(uint32_t count, ID3D12Resource** renderTargets, ID3D12Resource* depthStencil = nullptr);
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void SetRenderTargets(uint32_t count, const D3D12_CPU_DESCRIPTOR_HANDLE* renderTargetHandles, const D3D12_CPU_DESCRIPTOR_HANDLE* depthStencilHandle = nullptr);
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void SetVertexBuffer(uint32_t slot, ID3D12Resource* buffer, uint64_t offset, uint32_t stride);
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void SetVertexBuffers(uint32_t startSlot, uint32_t count, const D3D12_VERTEX_BUFFER_VIEW* views);
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@@ -86,7 +87,9 @@ public:
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void DrawIndexedInstancedIndirect(ID3D12Resource* argBuffer, uint64_t alignedByteOffset);
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void ClearRenderTargetView(ID3D12Resource* renderTarget, const float color[4], uint32_t rectCount = 0, const D3D12_RECT* rects = nullptr);
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void ClearRenderTargetView(D3D12_CPU_DESCRIPTOR_HANDLE renderTargetHandle, const float color[4], uint32_t rectCount = 0, const D3D12_RECT* rects = nullptr);
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void ClearDepthStencilView(ID3D12Resource* depthStencil, uint32_t clearFlags, float depth = 1.0f, uint8_t stencil = 0, uint32_t rectCount = 0, const D3D12_RECT* rects = nullptr);
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void ClearDepthStencilView(D3D12_CPU_DESCRIPTOR_HANDLE depthStencilHandle, uint32_t clearFlags, float depth = 1.0f, uint8_t stencil = 0, uint32_t rectCount = 0, const D3D12_RECT* rects = nullptr);
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void ClearUnorderedAccessView(D3D12_GPU_DESCRIPTOR_HANDLE viewHandle, D3D12_CPU_DESCRIPTOR_HANDLE resourceHandle, ID3D12Resource* unorderedAccess, const float values[4], uint32_t rectCount = 0, const D3D12_RECT* rects = nullptr);
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void CopyResource(ID3D12Resource* dst, ID3D12Resource* src);
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