Current implementation uses the 'old' descriptor set approach. The plan
is to migrate to
KHR_EXT_descriptor_buffers as descriptor sets aren't well
suited for our use-case.
Blender uses a resource binding approach that doesn't align with Vulkans binding approach.
- Blender uses a namespace per resource type; Uniform buffers, textures, images and Shader buffers are bound to their own list.
- Vulkan needs to bind these to shader locations.
- Textures/images and uniform buffers can be bound without a shader attached. Switching shaders should keep the bound resources.