d3d12: When flushing+finishing, enqueue a new fence
Fixes #36, though unfortunately not enough to get Minecraft to run. Now we crash in TexSubImage2D
due to running out of memory (7.8GB):
C [opengl32.dll+0x84bcea] d3d12_bo_get_base+0xa
C [opengl32.dll+0x84e9fe] d3d12_bufmgr_create_buffer+0x16e
C [opengl32.dll+0xf4aa76] pb_cache_manager_create_buffer+0x86
C [opengl32.dll+0x84bf5c] d3d12_resource_create+0x12c
C [opengl32.dll+0x84df41] pipe_buffer_create+0x61
C [opengl32.dll+0x84c5fd] d3d12_transfer_map+0x12d
C [opengl32.dll+0x6113dd] u_default_texture_subdata+0x7d
C [opengl32.dll+0x105a43] st_TexSubImage+0x2f3
C [opengl32.dll+0x187122] texture_sub_image+0x162
C [opengl32.dll+0x185c20] texsubimage_err+0x250
C [opengl32.dll+0x17c6df] _mesa_TexSubImage2D+0x9f
Edited by Jesse Natalie