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.