Once complete, this should help future backends (and SDL_GPU) wrangle memory management without having to copy-paste a bunch of logic from the Vulkan driver.
Rough Todo List:
[ ] Resource memory binding
[ ] Defrag
[ ] Testing
[ ] Less verbose naming?
[ ] Other build systems (visualc-gdk, Xcode-iOS, etc)
Once complete, this should help future backends (and SDL_GPU) wrangle memory management without having to copy-paste a bunch of logic from the Vulkan driver.
Rough Todo List: