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So I actually entirely forgot about the concept of a pipeline layout as of course the OpenGL backend has no need for it.
Implementing the Vulkan backend, this does need to exist.
But as it turns out, you can eliminate this step by simply scanning your SPIR-V shader ahead of time to get the reflection data for your bind group layout. There's really no need to specify it manually. I'll look into making a quick parser to get this data out of it.
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