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4 changes: 2 additions & 2 deletions en/03_Drawing_a_triangle/00_Setup/01_Instance.adoc
Original file line number Diff line number Diff line change
Expand Up @@ -47,7 +47,7 @@ void createInstance() {
----

While vk::ApiVersion10 or Vulkan 1.0 does exist, some functionality
is older and doesn't work well with RAII, or as we'll link:../02_Graphics_pipeline_basics/01_Shader_modules.adoc[talk about later],
is older and doesn't work well with RAII, or as we'll xref:../../03_Drawing_a_triangle/02_Graphics_pipeline_basics/01_Shader_modules.adoc[talk about later],
the Slang language, so we're showing 1.4 as our baseline. If we were in the C
api, we'd need to specify the stype and the pnext and be overly verbose.
You will likely see that in other Vulkan projects that use C api. This is
Expand Down Expand Up @@ -154,7 +154,7 @@ of how to check for errors in all of your calls.
== Encountered VK_ERROR_INCOMPATIBLE_DRIVER:
If using macOS with the latest MoltenVK sdk, you may get `VK_ERROR_INCOMPATIBLE_DRIVER`
returned from `vkCreateInstance`. According to the
(https://vulkan.lunarg.com/doc/sdk/1.3.216.0/mac/getting_started.html)[Getting Start Notes].
https://vulkan.lunarg.com/doc/sdk/1.3.216.0/mac/getting_started.html[Getting Start Notes].
Beginning with the 1.3.216 Vulkan SDK, the `VK_KHR_PORTABILITY_subset`
extension is mandatory.

Expand Down
4 changes: 2 additions & 2 deletions en/03_Drawing_a_triangle/00_Setup/02_Validation_layers.adoc
Original file line number Diff line number Diff line change
Expand Up @@ -74,7 +74,7 @@ calls. The specification document still recommends that you enable validation
layers at device level as well for compatibility, which is required by some
implementations. We'll simply specify the same layers as the instance at logical
device level, which we'll see
link:04_Logical_device_and_queues.adoc[later on].
xref:./04_Logical_device_and_queues.adoc[later on].

== Using validation layers

Expand Down Expand Up @@ -350,6 +350,6 @@ assume that you're using the default settings.
Throughout this tutorial, we will be making a couple of intentional mistakes
to show you how helpful the validation layers are with catching them and to teach you
how important it is to know exactly what you're doing with Vulkan. Now it's time
to look at link:03_Physical_devices_and_queue_families.adoc[Vulkan devices in the system].
to look at xref:./03_Physical_devices_and_queue_families.adoc[Vulkan devices in the system].

link:/attachments/02_validation_layers.cpp[C{pp} code]
Original file line number Diff line number Diff line change
Expand Up @@ -234,7 +234,7 @@ uint32_t findQueueFamilies(VkPhysicalDevice device) {
----

Great, that's all we need for now to find the right physical device! The next
step is to link:04_Logical_device_and_queues.adoc[create a logical device]
step is to xref:./04_Logical_device_and_queues.adoc[create a logical device]
to interface with it.

link:/attachments/03_physical_device_selection.cpp[C{pp} code]