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…uffer Splits the Swapchain's dual role (OS present interface + implicit N-buffered render target) into clean concerns. Swapchain internally allocates a Framebuffer via a private backend path that shares its existing RTV/DSV heaps. - Add FramebufferInit_Swapable for autonomous N-buffered framebuffers - Add Framebuffer chain fields: _colorBuffers, _depthBuffers, _numBuffers, _currentIndex with advanceIndex(); modulo indexing unifies single and N-buffer addressing in beginPass/clear - Add device API: createFramebuffer(Swapable), resizeFramebuffer, resizeTexture - D3D12: createFramebufferFromSwapchain shares swapchain RTV/DSV heaps; resizeTexture replaces ID3D12Resource in-place keeping TexturePointer valid; rebuildFramebufferHeaps recreates descriptors after resize - presentSwapchain syncs sw->_framebuffer->_currentIndex after DXGI present - Fix depth texture creation: use ALLOW_DEPTH_STENCIL flag and DEPTH_WRITE initial state for depth formats - Viewport renders into swapchain->framebuffer() via beginPass(fb)/clear(fb)
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