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config.json

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"links": {
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"GitHub Repository": "https://github.com/Overv/VulkanTutorial",
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"Support the website": "https://www.paypal.me/AOvervoorde",
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"Vulkan Specification": "https://www.khronos.org/registry/vulkan/specs/1.0-wsi_extensions/pdf/vkspec.pdf",
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"Vulkan Quick Reference": "https://www.khronos.org/files/vulkan10-reference-guide.pdf",
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"Vulkan Specification": "https://www.khronos.org/registry/vulkan/specs/1.3-extensions/html/",
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"LunarG Vulkan SDK": "https://lunarg.com/vulkan-sdk/",
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"Vulkan Hardware Database": "http://vulkan.gpuinfo.org/",
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"Vulkan Guide": "https://github.com/KhronosGroup/Vulkan-Guide",
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"Vulkan Hardware Database": "https://vulkan.gpuinfo.org/",
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"Tutorial for Rust": "https://github.com/bwasty/vulkan-tutorial-rs",
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"Tutorial for Java": "https://github.com/Naitsirc98/Vulkan-Tutorial-Java",
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"Visual Studio 2019 samples": "https://github.com/jjYBdx4IL/VulkanTutorial-VisualStudioProjectFiles"

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

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Finally, the `pfnUserCallback` field specifies the pointer to the callback function. You can optionally pass a pointer to the `pUserData` field which will be passed along to the callback function via the `pUserData` parameter. You could use this to pass a pointer to the `HelloTriangleApplication` class, for example.
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Note that there are many more ways to configure validation layer messages and debug callbacks, but this is a good setup to get started with for this tutorial. See the [extension specification](https://www.khronos.org/registry/vulkan/specs/1.1-extensions/html/vkspec.html#VK_EXT_debug_utils) for more info about the possibilities.
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Note that there are many more ways to configure validation layer messages and debug callbacks, but this is a good setup to get started with for this tutorial. See the [extension specification](https://www.khronos.org/registry/vulkan/specs/1.3-extensions/html/chap50.html#VK_EXT_debug_utils) for more info about the possibilities.
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This struct should be passed to the `vkCreateDebugUtilsMessengerEXT` function to
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create the `VkDebugUtilsMessengerEXT` object. Unfortunately, because this

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

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because they only support compute operations. We will come back to this
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extension in the swap chain chapter.
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Previous implementations of Vulkan made a distinction between instance and device specific validation layers, but this is [no longer the case](https://www.khronos.org/registry/vulkan/specs/1.1-extensions/html/vkspec.html#extendingvulkan-layers-devicelayerdeprecation). That means that the `enabledLayerCount` and `ppEnabledLayerNames` fields of `VkDeviceCreateInfo` are ignored by up-to-date implementations. However, it is still a good idea to set them anyway to be compatible with older implementations:
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Previous implementations of Vulkan made a distinction between instance and device specific validation layers, but this is [no longer the case](https://www.khronos.org/registry/vulkan/specs/1.3-extensions/html/chap40.html#extendingvulkan-layers-devicelayerdeprecation). That means that the `enabledLayerCount` and `ppEnabledLayerNames` fields of `VkDeviceCreateInfo` are ignored by up-to-date implementations. However, it is still a good idea to set them anyway to be compatible with older implementations:
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```c++
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createInfo.enabledExtensionCount = 0;

en/03_Drawing_a_triangle/02_Graphics_pipeline_basics/04_Conclusion.md

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pass where this graphics pipeline will be used. It is also possible to use other
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render passes with this pipeline instead of this specific instance, but they
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have to be *compatible* with `renderPass`. The requirements for compatibility
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are described [here](https://www.khronos.org/registry/vulkan/specs/1.0/html/vkspec.html#renderpass-compatibility),
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are described [here](https://www.khronos.org/registry/vulkan/specs/1.3-extensions/html/chap8.html#renderpass-compatibility),
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but we won't be using that feature in this tutorial.
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```c++

en/04_Vertex_buffers/01_Vertex_buffer_creation.md

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to slightly worse performance than explicit flushing, but we'll see why that
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doesn't matter in the next chapter.
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Flushing memory ranges or using a coherent memory heap means that the driver will be aware of our writes to the buffer, but it doesn't mean that they are actually visible on the GPU yet. The transfer of data to the GPU is an operation that happens in the background and the specification simply [tells us](https://www.khronos.org/registry/vulkan/specs/1.0/html/vkspec.html#synchronization-submission-host-writes) that it is guaranteed to be complete as of the next call to `vkQueueSubmit`.
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Flushing memory ranges or using a coherent memory heap means that the driver will be aware of our writes to the buffer, but it doesn't mean that they are actually visible on the GPU yet. The transfer of data to the GPU is an operation that happens in the background and the specification simply [tells us](https://www.khronos.org/registry/vulkan/specs/1.3-extensions/html/chap7.html#synchronization-submission-host-writes) that it is guaranteed to be complete as of the next call to `vkQueueSubmit`.
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## Binding the vertex buffer
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en/05_Uniform_buffers/01_Descriptor_pool_and_sets.md

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* A nested structure must be aligned by the base alignment of its members rounded up to a multiple of 16.
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* A `mat4` matrix must have the same alignment as a `vec4`.
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You can find the full list of alignment requirements in [the specification](https://www.khronos.org/registry/vulkan/specs/1.1-extensions/html/chap14.html#interfaces-resources-layout).
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You can find the full list of alignment requirements in [the specification](https://www.khronos.org/registry/vulkan/specs/1.3-extensions/html/chap15.html#interfaces-resources-layout).
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Our original shader with just three `mat4` fields already met the alignment requirements. As each `mat4` is 4 x 4 x 4 = 64 bytes in size, `model` has an offset of `0`, `view` has an offset of 64 and `proj` has an offset of 128. All of these are multiples of 16 and that's why it worked fine.
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en/06_Texture_mapping/00_Images.md

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specifies the pipeline stage in which operations will wait on the barrier. The
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pipeline stages that you are allowed to specify before and after the barrier
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depend on how you use the resource before and after the barrier. The allowed
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values are listed in [this table](https://www.khronos.org/registry/vulkan/specs/1.0/html/vkspec.html#synchronization-access-types-supported)
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values are listed in [this table](https://www.khronos.org/registry/vulkan/specs/1.3-extensions/html/chap7.html#synchronization-access-types-supported)
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of the specification. For example, if you're going to read from a uniform after
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the barrier, you would specify a usage of `VK_ACCESS_UNIFORM_READ_BIT` and the
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earliest shader that will read from the uniform as pipeline stage, for example
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`VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT` for the pre-barrier operations. It should be
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noted that `VK_PIPELINE_STAGE_TRANSFER_BIT` is not a *real* stage within the
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graphics and compute pipelines. It is more of a pseudo-stage where transfers
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happen. See [the documentation](https://www.khronos.org/registry/vulkan/specs/1.1-extensions/man/html/VkPipelineStageFlagBits.html)
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happen. See [the documentation](https://www.khronos.org/registry/vulkan/specs/1.3-extensions/html/chap7.html#VkPipelineStageFlagBits)
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for more information and other examples of pseudo-stages.
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The image will be written in the same pipeline stage and subsequently read by

en/10_Multisampling.md

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## Quality improvements
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There are certain limitations of our current MSAA implementation which may impact the quality of the output image in more detailed scenes. For example, we're currently not solving potential problems caused by shader aliasing, i.e. MSAA only smoothens out the edges of geometry but not the interior filling. This may lead to a situation when you get a smooth polygon rendered on screen but the applied texture will still look aliased if it contains high contrasting colors. One way to approach this problem is to enable [Sample Shading](https://www.khronos.org/registry/vulkan/specs/1.0/html/vkspec.html#primsrast-sampleshading) which will improve the image quality even further, though at an additional performance cost:
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There are certain limitations of our current MSAA implementation which may impact the quality of the output image in more detailed scenes. For example, we're currently not solving potential problems caused by shader aliasing, i.e. MSAA only smoothens out the edges of geometry but not the interior filling. This may lead to a situation when you get a smooth polygon rendered on screen but the applied texture will still look aliased if it contains high contrasting colors. One way to approach this problem is to enable [Sample Shading](https://www.khronos.org/registry/vulkan/specs/1.3-extensions/html/chap27.html#primsrast-sampleshading) which will improve the image quality even further, though at an additional performance cost:
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```c++
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fr/03_Dessiner_un_triangle/00_Mise_en_place/02_Validation_layers.md

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Notez qu'il existe de nombreuses autres manières de configurer des messagers auprès des validation layers, mais nous
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avons ici une bonne base pour ce tutoriel. Référez-vous à la
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[spécification de l'extension](www.khronos.org/registry/vulkan/specs/1.1-extensions/html/vkspec.html#VK_EXT_debug_utils)
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[spécification de l'extension](https://www.khronos.org/registry/vulkan/specs/1.3-extensions/html/chap50.html#VK_EXT_debug_utils)
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pour plus d'informations sur ces possibilités.
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Cette structure doit maintenant être passée à la fonction `vkCreateDebugUtilsMessengerEXT` afin de créer l'objet

fr/03_Dessiner_un_triangle/02_Pipeline_graphique_basique/04_Conclusion.md

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Finalement nous devons fournir les références à la render pass et aux indices des subpasses. Il est aussi possible
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d'utiliser d'autres render passes avec cette pipeline mais elles doivent être compatibles avec `renderPass`. La
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signification de compatible est donnée
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[ici](https://www.khronos.org/registry/vulkan/specs/1.0/html/vkspec.html#renderpass-compatibility), mais nous
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[ici](https://www.khronos.org/registry/vulkan/specs/1.3-extensions/html/chap8.html#renderpass-compatibility), mais nous
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n'utiliserons pas cette possibilité dans ce tutoriel.
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fr/05_Uniform_buffers/01_Descriptor_pool_et_sets.md

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* Une `mat4` doit avoir le même alignement qu'un `vec4`
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[la spécification](https://www.khronos.org/registry/vulkan/specs/1.1-extensions/html/chap14.html#interfaces-resources-layout)
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[la spécification](https://www.khronos.org/registry/vulkan/specs/1.3-extensions/html/chap15.html#interfaces-resources-layout)
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Notre shader original et ses trois `mat4` était bien aligné. `model` a un décalage de 0, `view` de 64 et `proj` de 128,
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ce qui sont des multiples de 16.

fr/06_Texture_mapping/00_Images.md

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paramètre d'après indique également une étape de la pipeline. Cette fois les opérations exécutées durant cette étape
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attendront la barrière. Les étapes que vous pouvez fournir comme avant- et après-barrière dépendent de l'utilisation
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des ressources qui y sont utilisées. Les valeurs autorisées sont listées
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[dans ce tableau](https://www.khronos.org/registry/vulkan/specs/1.0/html/vkspec.html#synchronization-access-types-supported).
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[dans ce tableau](https://www.khronos.org/registry/vulkan/specs/1.3-extensions/html/chap7.html#synchronization-access-types-supported).
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Par exemple, si vous voulez lire des données présentes dans un UBO après une barrière qui s'applique au buffer, vous
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une condition d'accès nulle et `VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT` comme opération pré-barrière. Cette valeur correspond
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au début de la pipeline, mais ne représente pas vraiment une étape. Elle désigne plutôt le moment où la pipeline se
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prépare, et donc sert communément aux transferts. Voyez
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[la documentation](https://www.khronos.org/registry/vulkan/specs/1.1-extensions/man/html/VkPipelineStageFlagBits.html)
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[la documentation](https://www.khronos.org/registry/vulkan/specs/1.3-extensions/html/chap7.html#VkPipelineStageFlagBits)
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fr/10_Multisampling.md

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d'aliasing dû aux shaders qui n'est pas résolu par le MSAA. En effet cette technique ne permet que de lisser les bords
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de la géométrie, mais pas les lignes contenus dans les textures. Ces bords internes sont particulièrement visibles dans
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le cas de couleurs qui contrastent beaucoup. Pour résoudre ce problème nous pouvons activer le
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[sample shading](https://www.khronos.org/registry/vulkan/specs/1.0/html/vkspec.html#primsrast-sampleshading), qui
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[sample shading](https://www.khronos.org/registry/vulkan/specs/1.3-extensions/html/chap27.html#primsrast-sampleshading), qui
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améliore encore la qualité de l'image au prix de performances encore réduites.
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```c++

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