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Ergonomic Rust CPU to Rust GPU / SPIRV bindings #10

@repi

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@repi

This is a design issue to research and figure out how to the bindings between shaders and our Rust CPU code (native or WASM) should look like. How should resources like buffers, input layouts, samplers, textures be bound and connected between the CPU execution and the GPU dispatch.

A bunch of this work can be done today just based on existing SPIRV shaders, but there likely will be advantages and simplifications once we Rust on both sides, GPU shaders compiling with Rust being bound and dispatched from Rust CPU code, so that can also be discussed.

There is previous work to look into also wrt to SPIRV reflection and Rust binding, like Rendy's descriptor design

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    t: designDesign of our rust-gpu language and std

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