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en/01_Overview.adoc

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@@ -140,13 +140,6 @@ Because there could be many different images in the swap chain,
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we would preemptively create an image view and framebuffer for each
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of them and select the right one at draw time.
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However, with dynamic rendering (introduced in Vulkan 1.3),
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you no longer need to create a `vk::Framebuffer` at all.
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Dynamic rendering eliminates the need for predefined render passes and framebuffers,
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allowing you to specify rendering attachments directly during command recording.
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This makes the API much simpler, as we can define the rendering targets on the
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fly without worrying about the overhead of managing framebuffers.
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=== Step 5 - Dynamic Rendering Overview
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In earlier versions of Vulkan, a render pass defined how rendering operations
@@ -155,6 +148,13 @@ and how their contents should be treated (e.g., cleared, loaded, or stored).
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A `vk::RenderPass` would define subpasses and attachment usage, and a `vk::Framebuffer`
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would bind specific image views to these attachments.
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However, with dynamic rendering (introduced in Vulkan 1.3),
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you no longer need to create a `vk::Framebuffer` at all.
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Dynamic rendering eliminates the need for predefined render passes and framebuffers,
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allowing you to specify rendering attachments directly during command recording.
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This makes the API much simpler, as we can define the rendering targets on the
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fly without worrying about the overhead of managing framebuffers.
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With dynamic rendering, you no longer need to predefine `vk::RenderPass` or `vk::Framebuffer`.
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Instead, you specify the rendering attachments at the start of command recording, using `vk::beginRendering`
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and structs like `vk::RenderingInfo` to provide all necessary attachment information dynamically.
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So in short, to draw the first triangle, we need to:
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* Create a vk::Instance
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* Select a supported graphics card (vk::PhysicalDevice)
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* Create a vk::Device and vk::Queue for drawing and presentation
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* Create an Instance
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* Select a supported graphics card (PhysicalDevice)
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* Create a Device and Queue for drawing and presentation
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* Create a window, window surface and swap chain
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* Wrap the swap chain images into VkImageView
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* Set up dynamic rendering
@@ -342,4 +342,4 @@ layers are so extensive, it can actually be a lot easier to find out why
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your screen is black compared to OpenGL and Direct3D!
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There's only one more step before we'll start writing code, and that's
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xref:02_Development_environment.adoc[setting up the development environment].
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xref:02_Development_environment.adoc[setting up the development environment].

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