GraphicsPipeline refactoring
Short description: The current graphics pipeline is a mess. We have way too many structs required to configure draw calls and setting up the pipeline misses too much useful defaults. You shouldn't need to manage your depth buffer manually in every application.
Also the usage of vertex buffers with individual bindings does not even seem to make sense from performance standpoint ( source ). So I suggest scraping all of this stuff out of the framework and replace it with a graphics pipeline using UBOs or SSBOs instead for indices and vertex attributes.
Sure, this will add a little complexity on the side of shaders but the API and the performance should benefit from this change.