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Removes the workaround introduced in #12063, which disabled DML command list reuse for Xbox builds.
The ID3D12CommandList created in FusedGraphKernel takes points to an ID3D12CommandAllocator that is local to the
BuildReusableCommandListfunction. On PC it would seem the command list is keeping the command allocator alive, but this is highly suspect logic that definitely doesn't work on Xbox. I find no documentation indicating this logic should work (a section on reference counting makes it clear command lists take no refs on D3D objects passed as args to its APIs; however, it's unclear if this also applies to its construction).A second (small) change is constructing the command list straight into
ID3D12GraphicsCommandListand removing an unnecessary QI.