7cbebab1d0
Adds Mesh equivalents of `multimesh_get_buffer_rd_rid` so GPU-driven mesh workflows in a GDExtension can write directly into a surface's vertex, attribute, skin, or index buffer from a compute pipeline, avoiding the CPU round-trip through `mesh_surface_update_*_region`. A new `ARRAY_FLAG_USE_STORAGE_BUFFER` surface format flag opts the backing buffers into storage-buffer usage so they can be bound in compute shaders. Vulkan/D3D12/Metal only, OpenGL returns an invalid RID.