# 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.

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## Functions

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- [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)
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## Datatypes

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## Structs

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## Enums

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## Macros

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[CategoryAPICategory](CategoryAPICategory)

