Maintains descriptors for a list of texture images. Textures can be accessed
by their index in shaders when the descriptor is bound. e.g. “bindless”
textures.
Automatically recompiles a slang source file any time it changes.
A sprite is a textured quad that can be rendered with a SpriteLayer.
A sprite layer contains all of the resources to render batches of Sprites.
A sprite-batch implementation that supports streaming new sprites every
frame.
A utility for managing a Renderpass and Framebuffers for presenting to
swapchain images.
A Texture is a Vulkan Image paired with backing GPU memory and metadata.