GL backend: textures set uniforms -- needs more type info? 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