D3D11 Hazard Tracking#142
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…oduce `Texture::miplevelCount()`
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Actually we can just access the data member and get rid of accessors, but it also leads to large amount of noisy changes. Compilers will optimize it as simple data load anyway.
Similar to previous commit.
Similar to previous commits.
Since not all bound resource may introduce hazard, it would be a even sparser set.
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Per D3D11.3 Spec 5.3.9.4
This is also a prerequisite for #73 to prevent from emitting false barrier.