All streams of the scene are combined into a single buffer. This is very much like existing piet-gpu, however the various outputs from the compute stages (whether computed on CPU or GPU) will retain their separate bindings, which is more native to WGSL.
There's a touch of ergonomics loss, in particular when we do transforms we'll need to unmarshal them by hand, but I think overall not too bad.
Starting an experimental port to WGSL shader language, using wgpu to run the examples. As of this commit, it's quite hacky and takes some shortcuts, but does render paths to a grayscale texture.