I am new to Vulkan and since I find it rather challenging to navigate the documentation, I hope that someone here can answer this for me. Does Vulkan offer support (either as core or as an extension) for indirect resource binding, that is, can a descriptor set include a pointer to another descriptor set and if yes, how does this functionality look like? Another question: can bindings be manipulated in the shader code, that is, can you use a shader to change the binding point to another resource (e.g. is it possible to set up a compute shader that would set up texture and /or buffer bindings for a subsequent render operation?)
P.S. For the sake of clarity — this is more of an academic question about API capabilities. I don’t have a use case that would absolutely require this functionality and I am aware that in many practical cases, one can work around it.