There is ClearUnorderedAccessView[Float|Uint] for clearing resources, but I don't see a convenient way to clear structured buffers. I have a struct with 8 floats (in the shader) and a StructureByteStride of 32. I tried making a UAV with format R32G32B32A32_FLOAT that would span twice the number of elements, so I could Clear it, but D3D returned E_INVALIDARG.
Must I write a Clear compute shader for every structured buffer type and run Dispatch on it?
Thanks,
.sean