SDL: d3d12: actually execute the pending commands before processing resize (c0d1f)

From c0d1f73247f9d7897d09fe7f2dcfbdda9a5b67cf Mon Sep 17 00:00:00 2001
From: Sam Lantinga <[EMAIL REDACTED]>
Date: Tue, 11 Oct 2022 07:25:27 -0700
Subject: [PATCH] d3d12: actually execute the pending commands before
 processing resize

This makes sure all the resources are in the expected state

Fix the D3D12 case in https://github.com/libsdl-org/SDL/issues/6376
(cherry-picked from commit df1bd07dee4e167bec5ac8b606461f2007bc7b10)
---
 src/render/direct3d12/SDL_render_d3d12.c | 3 +--
 1 file changed, 1 insertion(+), 2 deletions(-)

diff --git a/src/render/direct3d12/SDL_render_d3d12.c b/src/render/direct3d12/SDL_render_d3d12.c
index a23957fe7bd7..3f9b29f879c0 100644
--- a/src/render/direct3d12/SDL_render_d3d12.c
+++ b/src/render/direct3d12/SDL_render_d3d12.c
@@ -1287,8 +1287,7 @@ D3D12_CreateWindowSizeDependentResources(SDL_Renderer * renderer)
     D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor;
 
     /* Release resources in the current command list */
-    D3D_CALL(data->commandList, Close);
-    D3D12_ResetCommandList(data);
+    D3D12_IssueBatch(data);
     D3D_CALL(data->commandList, OMSetRenderTargets, 0, NULL, FALSE, NULL);
 
     /* Release render targets */