- Each test now creates its own D3D12 device, command queue, allocator, and command list - Properly cleanup in TearDown to avoid GPU state issues - All 29 tests now pass
- Implement real D3D12 tests for Device (feature level, descriptor handle, shader model, resource binding tier, tiled resources) - Implement real D3D12 tests for Fence (create, signal, wait, event) - Move tests from tests/D3D12_engine/test/ to tests/RHI/D3D12/ - All 22 tests pass