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Merge pull request #68 from KhronosGroup/minor_fixes_1
Fix broken links
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en/00_Introduction.adoc

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@@ -129,8 +129,7 @@ certain Vulkan feature.
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That means that the site is also useful as a reference.
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All the Vulkan functions and types are linked to the specification, so you
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can click them to learn more.
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You are encouraged to submit feedback to https://github
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.com/KhronosGroup/Vulkan-Docs[this Khronos repository].
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You are encouraged to submit feedback to https://github.com/KhronosGroup/Vulkan-Docs[this Khronos repository].
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As mentioned before, the Vulkan API has a rather verbose API with many
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parameters to give you maximum control over the graphics hardware.

en/01_Overview.adoc

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@@ -28,8 +28,8 @@ with the existing APIs somehow. This resulted in less than ideal abstractions
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Aside from these new features, the past decade also saw an influx of mobile
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and embedded devices with powerful graphics hardware. These mobile GPUs have
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different architectures based on their energy and space requirements.
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One such example is https://en.wikipedia.org/wiki/Tiled_rendering[tiled
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rendering], which would benefit from improved performance by offering the
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One such example is https://en.wikipedia.org/wiki/Tiled_rendering[tiled rendering],
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which would benefit from improved performance by offering the
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programmer more control over this functionality.
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Another limitation originating from the age of these APIs is limited
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multi-threading support, which can result in a bottleneck on the CPU side.

en/02_Development_environment.adoc

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@@ -72,8 +72,8 @@ your auto-start for your terminal and IDE setup such that those environment
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variables work everywhere.
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If you receive an error message, then ensure that your drivers are up to date,
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include the Vulkan runtime and that your graphics card is supported. See the
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[introduction chapter](!en/Introduction) for links to drivers from the major
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include the Vulkan runtime and that your graphics card is supported. See the
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xref:00_Introduction.adoc[introduction chapter] for links to drivers from the major
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vendors.
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=== CMake
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In the future, FindVulkan.cmake might migrate to the *-config.cmake standard,
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however at the time of writing it is recommended to grab FindVulkan.cmake
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from VulkanSamples, as the one from Kitware is both deprecated and has bugs
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in the macOS build. You will find it in the code directory [FindVulkan.
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cmake](!../code/CMake/FindVulkan.cmake)
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in the macOS build. You will find it in the code directory link:/attachments/CMake/FindVulkan.cmake[FindVulkan.cmake].
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Using FindVulkan.cmake is a project-specific file, you can take it and make
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changes as necessary to work well in your build environment, and can craft
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----
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This will allow other projects that distribute via Find*.cmake to be placed
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in that same folder. See the accompanying link:/attachments/CMakeLists
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.txt[Cmakelists.txt] for an example of a working project.
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in that same folder. See the accompanying link:/attachments/CMakeLists.txt[CMakeLists.txt]
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for an example of a working project.
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Vulkan has support for C{pp} modules which became available with c{pp}20. A
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large advantage of C{pp} modules is they give all the benefits of C{pp} without
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Linux are the Vulkan loader, validation layers, and a couple of command-line
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utilities to test whether your machine is Vulkan-capable:
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Download the VulkanSDK tarball from (https://vulkan.lunarg.com/)[LunarG].
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Download the VulkanSDK tarball from https://vulkan.lunarg.com/[LunarG].
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Place the uncompressed VulkanSDK in a convenient path, and create a symbolic
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link to the latest on like so:
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everything works.
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I will assume that you already have some basic experience with CMake, like
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how variables and rules work. If not, you can get up to speed very quickly with (https://cmake.org/cmake/help/book/mastering-cmake/cmake/Help/guide/tutorial/)[this tutorial].
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how variables and rules work. If not, you can get up to speed very quickly with https://cmake.org/cmake/help/book/mastering-cmake/cmake/Help/guide/tutorial/[this tutorial].
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You can now use the ink:/attachments/[attachments] directory in this tutorial as a template for your
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You can now use the link:/attachments/[attachments] directory in this tutorial as a template for your
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Vulkan projects. Make a copy, rename it to something like `HelloTriangle`
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and remove all the code in `main.cpp`.
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Also, keep in mind that during the following instructions whenever we mention the folder `vulkansdk` we are referring to the folder where you extracted the Vulkan SDK.
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We recommend using CMake everywhere, and Apple is no different. An example
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of how to use CMake for Apple can be found (https://medium.com/practical-coding/migrating-to-cmake-in-c-and-getting-it-working-with-xcode-50b7bb80ae3d)[here]
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of how to use CMake for Apple can be found https://medium.com/practical-coding/migrating-to-cmake-in-c-and-getting-it-working-with-xcode-50b7bb80ae3d[here]
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We also have documentation for using a cmake project in Apple environments
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at the VulkanSamples project. It targets both iOS and Desktop Apple.
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en/03_Drawing_a_triangle/00_Setup/00_Base_code.adoc

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When you run the program now, you should see a window titled `Vulkan` show up
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until the application is terminated by closing the window. Now that we have the
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skeleton for the Vulkan application, let's [create the first Vulkan object](!en/Drawing_a_triangle/Setup/Instance)!
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skeleton for the Vulkan application, let's xref:./01_Instance.adoc[create the first Vulkan object]!
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link:/attachments/00_base_code.cpp[C{pp} code]

en/03_Drawing_a_triangle/00_Setup/01_Instance.adoc

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list.
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Before continuing with the more complex steps after instance creation, it's time
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to evaluate our debugging options by checking out (!en/Drawing_a_triangle/Setup/Validation_layers)[validation layers].
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to evaluate our debugging options by checking out xref:./02_Validation_layers.adoc[validation layers].
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link:/attachments/01_instance_creation.cpp[C{pp} code]

en/03_Drawing_a_triangle/00_Setup/04_Logical_device_and_queues.adoc

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Previous implementations of Vulkan made a distinction between instance and
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device-specific validation layers, but this is
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(https://www.khronos.org/registry/vulkan/specs/1.3-extensions/html/chap40.html#extendingvulkan-layers-devicelayerdeprecation)[no longer the case].
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link:https://www.khronos.org/registry/vulkan/specs/1.3-extensions/html/chap40.html#extendingvulkan-layers-devicelayerdeprecation[no longer the case].
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That means that the `enabledLayerCount` and `ppEnabledLayerNames` fields of
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`VkDeviceCreateInfo` are ignored by up-to-date implementations.
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en/03_Drawing_a_triangle/01_Presentation/01_Swap_chain.adoc

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the `VK_COLOR_SPACE_SRGB_NONLINEAR_KHR` flag. Note that this flag used to be
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called `VK_COLORSPACE_SRGB_NONLINEAR_KHR` in old versions of the specification.
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For the color space we'll use SRGB if it is available, because it [results in more accurate perceived colors](http://stackoverflow.com/questions/12524623/). It is also pretty much the standard color space for images, like the textures we'll use later on.
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For the color space we'll use SRGB if it is available, because it link:http://stackoverflow.com/questions/12524623/[results in more accurate perceived colors]. It is also pretty much the standard color space for images, like the textures we'll use later on.
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Because of that we should also use an SRGB color format, of which one of the most common ones is `VK_FORMAT_B8G8R8A8_SRGB`.
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Let's go through the list and see if the preferred combination is available:
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`maxImageExtent` bounds. But we must specify the resolution in the correct unit.
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GLFW uses two units when measuring sizes: pixels and
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[screen coordinates](https://www.glfw.org/docs/latest/intro_guide.html#coordinate_systems).
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link:https://www.glfw.org/docs/latest/intro_guide.html#coordinate_systems[screen coordinates].
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For example, the resolution `{WIDTH, HEIGHT}` that we specified earlier when
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creating the window is measured in screen coordinates. But Vulkan works with
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pixels, so the swap chain extent must be specified in pixels as well.
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running, for example, because the window was resized. In that case, the swap chain
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actually needs to be recreated from scratch, and a reference to the old one must
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be specified in this field. This is a complex topic that we'll learn more about
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in [a future chapter](!en/Drawing_a_triangle/Swap_chain_recreation). For now, we'll assume that we'll only ever create
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in xref:03_Drawing_a_triangle/04_Swap_chain_recreation.adoc[a future chapter]. For now, we'll assume that we'll only ever create
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Now add a class member to store the `VkSwapchainKHR` object:
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successfully! If at this point you get an access violation error in
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`vkCreateSwapchainKHR` or see a message like `Failed to find
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'vkGetInstanceProcAddress' in layer SteamOverlayVulkanLayer.dll`, then see
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the [FAQ entry](!en/FAQ) about the Steam overlay layer.
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the xref:90_FAQ.adoc[FAQ entry] about the Steam overlay layer.
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Try removing the `createInfo.imageExtent = extent;` line with validation layers
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enabled. You'll see that one of the validation layers immediately catches the

en/03_Drawing_a_triangle/02_Graphics_pipeline_basics/00_Introduction.adoc

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Some of the programmable stages are optional based on what you intend to do. For
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example, the tessellation and geometry stages can be disabled if you are just
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drawing simple geometry. If you are only interested in depth values, then you can
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disable the fragment shader stage, which is useful for [shadow map](https://en.wikipedia.org/wiki/Shadow_mapping)
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disable the fragment shader stage, which is useful for link:https://en.wikipedia.org/wiki/Shadow_mapping[shadow map]
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generation.
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In the next chapter, we'll first create the two programmable stages required to

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