Writing a bindless GPU abstraction layer
Summary
The article presents Loon GPU, a bindless GPU abstraction layer implemented on Vulkan 1.3 and Metal 4 backends. It covers a pointer-centric API design, bindless textures and samplers, and the trade-offs and challenges of cross-backend shader integration, including the use of Slang and push constants. The post also discusses future work, debugging goals, and opportunities for collaboration in an open-source project.