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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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@@ -297,7 +297,7 @@ The most important parts you'll need for developing Vulkan applications on
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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/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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