Removed all the Reset api.
Tracked some state change between draw calls so that we can trace read write contention problem
Tracked state:
- RenderTarget and ShaderResource.
 Binding a resource as both RenderTarget and ShaderResource will cause problem. Now, the system track this situation and possibly reset
 "stale" resources. Stale means anything set before prebious draw call. In other words, everything set after last draw call will be considered "fresh" and will never
 be modified by the system.

Tracked state in the future:
- StreamOut and VertexBuffer