# CategoryVulkan Functions for creating Vulkan surfaces on SDL windows. For the most part, Vulkan operates independent of SDL, but it benefits from a little support during setup. Use [SDL_Vulkan_GetInstanceExtensions](SDL_Vulkan_GetInstanceExtensions)() to get platform-specific bits for creating a VkInstance, then [SDL_Vulkan_GetVkGetInstanceProcAddr](SDL_Vulkan_GetVkGetInstanceProcAddr)() to get the appropriate function for querying Vulkan entry points. Then [SDL_Vulkan_CreateSurface](SDL_Vulkan_CreateSurface)() will get you the final pieces you need to prepare for rendering into an [SDL_Window](SDL_Window) with Vulkan. Unlike OpenGL, most of the details of "context" creation and window buffer swapping are handled by the Vulkan API directly, so SDL doesn't provide Vulkan equivalents of [SDL_GL_SwapWindow](SDL_GL_SwapWindow)(), etc; they aren't necessary. ## Functions - [SDL_Vulkan_CreateSurface](SDL_Vulkan_CreateSurface) - [SDL_Vulkan_DestroySurface](SDL_Vulkan_DestroySurface) - [SDL_Vulkan_GetInstanceExtensions](SDL_Vulkan_GetInstanceExtensions) - [SDL_Vulkan_GetPresentationSupport](SDL_Vulkan_GetPresentationSupport) - [SDL_Vulkan_GetVkGetInstanceProcAddr](SDL_Vulkan_GetVkGetInstanceProcAddr) - [SDL_Vulkan_LoadLibrary](SDL_Vulkan_LoadLibrary) - [SDL_Vulkan_UnloadLibrary](SDL_Vulkan_UnloadLibrary) ## Datatypes - (none.) ## Structs - (none.) ## Enums - (none.) ## Macros - (none.) ---- [CategoryAPICategory](CategoryAPICategory)