The GPU programming seems to be both super low level, but also high level, cause textures and descriptors need these ultra specific data format's, and then the way you construct and upload those formats are very complicated and change all the time.
Is there really no way to simplify this ?
Regular vertex data was supposed to be strictly pre formatted in pipeline too, util it was not suddenly, and now we can just give the shader a `device_address`extension memory pointer and construct the data from that.