Commit 2de05ae
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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.)1 parent 3c7b141 commit 2de05ae
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