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Copy file name to clipboardExpand all lines: guide/src/initialization/swapchain.md
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# Swapchain
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A [Vulkan Swapchain](https://registry.khronos.org/vulkan/specs/latest/man/html/VkSwapchainKHR.html) is an array of presentable images associated with a Surface, which acts as a bridge between the application and the platform's presentation engine (compositor / display engine). The Swapchain will be continually used in the main loop to acquire and present images. Since failing to create a Swapchain is a fatal error, its creation is part of the initialiation section.
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A [Vulkan Swapchain](https://registry.khronos.org/vulkan/specs/latest/man/html/VkSwapchainKHR.html) is an array of presentable images associated with a Surface, which acts as a bridge between the application and the platform's presentation engine (compositor / display engine). The Swapchain will be continually used in the main loop to acquire and present images. Since failing to create a Swapchain is a fatal error, its creation is part of the initialization section.
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We shall wrap the Vulkan Swapchain into our own `class Swapchain`. It will also store the a copy of the Images owned by the Vulkan Swapchain, and create (and own) Image Views for each Image. The Vulkan Swapchain may need to be recreated in the main loop, eg when the framebuffer size changes, or an acquire/present operation returns `vk::ErrorOutOfDateKHR`. This will be encapsulated in a `recreate()` function which can simply be called during initialization as well.
Copy file name to clipboardExpand all lines: guide/src/shader_objects/shader_program.md
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instance_ci.setPEnabledLayerNames(layers);
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```
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## `class ShaderObject`
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## `class ShaderProgram`
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We will encapsulate both vertex and fragment shaders into a single `ShaderProgram`, which will also bind the shaders before a draw, and expose/set various dynamic states.
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