Fixing up function names and parameters to match the switch to `struct d3d12_command_list_state` makes the last commit much larger but the result is more rational.
This whole series can be shelved until we need out-of-order query resolution, or more correct state promotion, or the potential performance gains are implemented and proven. The downside is we can't fix the validation layer spam from layout mismatches.
The issues with resource initial transitions can instead be solved by keeping an array of untransitioned resources and submitting the transitions in a separate command list in `d3d12_command_queue_execute()`. Buffering of queue ops ensures the sequencing is correct there. This should fix AC: Valhalla. Even with buffered command lists we would still need to do this to correctly support re-execution of command lists.