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Don't require GPUBufferUsage.STORAGE for GPUCommandEncoder.fillBuffer()
D3D implementations can implement this by copying from a pre-zeroed buffer. (If the buffer just happens to also have GPUBufferUsage.STORAGE, then D3D implementations can use ID3D12GraphicsCommandList::ClearUnorderedAccessViewUint(), if it's faster. But it isn't necessary.)
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spec/index.bs

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@@ -5996,7 +5996,7 @@ dictionary GPUImageCopyExternalImage {
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<div class=validusage>
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- |this|.{{GPUCommandEncoder/[[state]]}} is {{encoder state/open}}.
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- |destination| is [$valid to use with$] |this|.
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- |destination|.{{GPUBuffer/[[usage]]}} contains {{GPUBufferUsage/COPY_DST}} and {{GPUBufferUsage/STORAGE}}.
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- |destination|.{{GPUBuffer/[[usage]]}} contains {{GPUBufferUsage/COPY_DST}}.
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- |size| is a multiple of 4.
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- |destinationOffset| is a multiple of 4.
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- (|destinationOffset| + |size|) does not overflow a {{GPUSize64}}.

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