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| 1. If necessary, use [[SDL_Vulkan_LoadLibrary]] and [[SDL_Vulkan_GetVkGetInstanceProcAddr]] to load the Vulkan library and query for driver function pointers (after initializing the video subsystem) 1. Query for required extensions using [[SDL_Vulkan_GetInstanceExtensions]] and use this information to create a {{{VkInstance}}} 1. Create a surface for the window to draw on using [[SDL_Vulkan_CreateSurface]] 1. When setting up pipelines and framebuffers for your newly created surface, use [[SDL_Vulkan_GetDrawableSize]] to query the surface extent |
1. If necessary, use [[SDL_Vulkan_LoadLibrary]] and [[SDL_Vulkan_GetVkInstanceProcAddr]] to load the Vulkan library and query for driver function pointers (after initializing the video subsystem) 1. Query for required extensions using [[SDL_Vulkan_GetInstanceExtensions]] and use this information to create a {{{VkInstance}}} 1. Create a surface for the window to draw on using [[SDL_Vulkan_CreateSurface]] 1. When setting up pipelines and framebuffers for your newly created surface, use [[SDL_Vulkan_GetDrawableSize]] to query the surface extent |
Vulkan Support
Include File(s): SDL_vulkan.h
Contents
Introduction
This category contains functions for creating a Vulkan instance with the required Vulkan extensions for surface creation.
The general flow of a Vulkan backed SDL application will be the following:
If necessary, use SDL_Vulkan_LoadLibrary and SDL_Vulkan_GetVkInstanceProcAddr to load the Vulkan library and query for driver function pointers (after initializing the video subsystem)
Query for required extensions using SDL_Vulkan_GetInstanceExtensions and use this information to create a VkInstance
Create a surface for the window to draw on using SDL_Vulkan_CreateSurface
When setting up pipelines and framebuffers for your newly created surface, use SDL_Vulkan_GetDrawableSize to query the surface extent
