message: Use correct command list when doing manual clears for D3D12 render pass
diff: @@ -183,7 +183,7 @@ bool WrappedID3D12GraphicsCommandList::Serialise_BeginRenderPass(
  {
  if(pRenderTargets[i].BeginningAccess.Type == D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_CLEAR)
  {
  - Unwrap(m_Cmd->RerecordCmdList(m_Cmd->m_LastCmdListID))
  + Unwrap(pCommandList)
  ->ClearRenderTargetView(pRenderTargets[i].cpuDescriptor,
  pRenderTargets[i].BeginningAccess.Clear.ClearValue.Color, 0,
  NULL);
  @@ -204,7 +204,7 @@ bool WrappedID3D12GraphicsCommandList::Serialise_BeginRenderPass(
  // we can safely read from either depth/stencil clear values because if the access
  // type isn't clear the corresponding flag will be unset - so whatever garbage value
  // we have isn't used.
  - Unwrap(m_Cmd->RerecordCmdList(m_Cmd->m_LastCmdListID))
  + Unwrap(pCommandList)
  ->ClearDepthStencilView(
  pDepthStencil->cpuDescriptor, flags,
  pDepthStencil->DepthBeginningAccess.Clear.ClearValue.DepthStencil.Depth,
  