GL backend: textures --- try make the d3d11 backend support multiple textures first and
then generalize to gl
for d3d11: we need to reflect bound resources for both vs and ps... if they are
shared then perhaps we only need one buffer -- also, should you create less buffers
and reuse them between shaders? So it doesn't become lots of buffers for each shader
permutation
X set uniforms -- needs more type info? X the constant types are hardcoded to just a few types right now
should gamepad come from separate interface than window?
add more window flags
win32: Gamepad support
Textures: Make the sampler state configurable
Textures D3D11: Do we need the SRV in the texture?
Shaders: Reflect and expose samplers
mipmap support
set filtering: for scaling up, down and mipmap
render textures
do pixel-perfect rendering tests: render texture with 1:1 pixel matching etc
linux windowing and input
webgl backend
should we expose time and delta time stuff or rely on core:time?
think about sound
shader.hlsl