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03_Drawing_a_triangle/00_Setup/04_Logical_device_and_queues.md

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## Creating the logical device
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With the previous two structures in place, we can start filling in the main
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`VkDeviceCreationInfo` structure.
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`VkDeviceCreateInfo` structure.
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```c++
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VkDeviceCreateInfo createInfo = {};

03_Drawing_a_triangle/02_Graphics_pipeline_basics/01_Shader_modules.md

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}
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```
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The `main` function is invoked for every vertex the built-in `gl_VertexIndex`
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The `main` function is invoked for every vertex. The built-in `gl_VertexIndex`
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variable contains the index of the current vertex. This is usually an index into
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the vertex buffer, but in our case it will be an index into a hardcoded array
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of vertex data. The position of each vertex is accessed from the constant array
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}
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```
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We're now going to compile these into SPIR-V bytecode using the
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We're now going to compile these into SPIR-V bytecode using the
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`glslangValidator` program.
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**Windows**
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That's all there is to describing the programmable stages of the pipeline. In
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the next chapter we'll look at the fixed-function stages.
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[Full code listing](/code/shader_modules.cpp)
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[Full code listing](/code/shader_modules.cpp)

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