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Reviewed and fixed about half of them. The remaining fall into these categories:
Error handling that is hard to recover from. For example, a bad shader, being unable to find a suitable device, or not finding appropriate device memory.
Some symbol names I'm not completely happy with
Sample code I'd like to add to the examples
Would like to improve how errors are passed to user code. (Currently downstream code calls into a function that never returns.. because this is how winit works)
More error checking during initialization for extension/layer handling
Some fields that shouldn't be public in TimeState
Use a circular buffer in FPS counting
Some non-critical open questions in handling swap chain frame presents
There are a number of TODOs in the code. Either:
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