It may soon start happening that those will have an
implementation-specific value that is neither a GL or a Vulkan
identifier, so people should not just pass them around without checking.
Together with:
* CommandBuffer::draw()
* Support for indexed and non-indexed meshes
* Support for setting primitive and stride dynamically
I took one shortcut and vkCmdBindVertexBuffers() is currently called
once for each binding. The interface is ready for this, but I'm not yet
100% sure how to test that it actually does batch the buffers, so it's
left at the lazy implementation for now.
So it's possible to do
Vk::Mesh mesh{Vk::MeshLayout{}
.addBinding(...)
.addAttribute(...)
};
Without this, the above will result in a dangling layout reference.
I named it RasterizationPipelineCreateInfo and not
GraphicsPipelineCreateInfo because there's now a
RayTracingPipelineCreateInfo as well, which is *also* graphics, and it
would be confusing for everyone except people already drowned in Vulkan
naming quirks.
Next up is *the unthinkable*, a Vk::Mesh. After that I'll finally have
enough APIs exposed to document everything including command buffer
recording and submission.