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en/01_Overview.adoc

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= Overview
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This chapter will start off with an introduction of Vulkan and the problems it addresses.
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After that we're going to look at the ingredients that are required for the first triangle.
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This will give you a big picture to place each of the subsequent chapters in.

en/02_Development_environment.adoc

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= Development Environment
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In this chapter we'll set up your environment for developing Vulkan applications and install some useful libraries.

en/03_Drawing_a_triangle/00_Setup/00_Base_code.adoc

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= Base code
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== General structure
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In the previous chapter you've created a Vulkan project with all of the proper configuration and tested it with the sample code.

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

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= Instance
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== Creating an instance
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The very first thing you need to do is initialize the Vulkan library by creating an _instance_.

en/03_Drawing_a_triangle/00_Setup/02_Validation_layers.adoc

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= Validation layers
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== What are validation layers?
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The Vulkan API is designed around the idea of minimal driver overhead and one of the manifestations of that goal is that there is very limited error checking in the API by default.

en/03_Drawing_a_triangle/00_Setup/03_Physical_devices_and_queue_families.adoc

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= Physical devices and queue families
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== Selecting a physical device
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After initializing the Vulkan library through a VkInstance we need to look for and select a graphics card in the system that supports the features we need.

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

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= Logical device and queues
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== Introduction
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After selecting a physical device to use we need to set up a _logical device_ to interface with it.

en/03_Drawing_a_triangle/01_Presentation/00_Window_surface.adoc

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= Window surface
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Since Vulkan is a platform agnostic API, it can not interface directly with the window system on its own.
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To establish the connection between Vulkan and the window system to present results to the screen, we need to use the WSI (Window System Integration) extensions.
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In this chapter we'll discuss the first one, which is `VK_KHR_surface`.

en/03_Drawing_a_triangle/01_Presentation/01_Swap_chain.adoc

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= Swap chain
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Vulkan does not have the concept of a "default framebuffer", hence it requires an infrastructure that will own the buffers we will render to before we visualize them on the screen.
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This infrastructure is known as the _swap chain_ and must be created explicitly in Vulkan.
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The swap chain is essentially a queue of images that are waiting to be presented to the screen.

en/03_Drawing_a_triangle/01_Presentation/02_Image_views.adoc

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= Image views
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To use any `VkImage`, including those in the swap chain, in the render pipeline we have to create a `VkImageView` object.
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An image view is quite literally a view into an image.
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It describes how to access the image and which part of the image to access, for example if it should be treated as a 2D texture depth texture without any mipmapping levels.

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