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Fix typos
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03_Drawing_a_triangle/02_Graphics_pipeline_basics/02_Fixed_functions.md

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@@ -385,7 +385,7 @@ if (vkCreatePipelineLayout(device, &pipelineLayoutInfo, nullptr, &pipelineLayout
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The structure also specifies *push constants*, which are another way of passing
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dynamic values to shaders that we may get into in a future chapter. The pipeline
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layout is may be referenced throughout the program's lifetime, so it should be
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layout will be referenced throughout the program's lifetime, so it should be
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destroyed at the end:
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```c++

03_Drawing_a_triangle/03_Drawing/00_Framebuffers.md

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into a `VkFramebuffer` object. A framebuffer object references all of the
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`VkImageView` objects that represent the attachments. In our case that will be
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only a single one: the color attachment. However, the image that we have to use
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as attachment depends on which image the swap chain returns when we retrieve one
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for the attachment depends on which image the swap chain returns when we retrieve one
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for presentation. That means that we have to create a framebuffer for all of the
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images in the swap chain and use the one that corresponds to the retrieved image
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at drawing time.

03_Drawing_a_triangle/03_Drawing/01_Command_buffers.md

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@@ -93,7 +93,7 @@ We can now start allocating command buffers and recording drawing commands in
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them. Because one of the drawing commands involves binding the right
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`VkFramebuffer`, we'll actually have to record a command buffer for every image
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in the swap chain once again. To that end, create a list of `VkCommandBuffer`
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objects as class member. Command buffers will be automatically freed when their
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objects as a class member. Command buffers will be automatically freed when their
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command pool is destroyed, so we don't need an explicit cleanup.
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```c++

03_Drawing_a_triangle/03_Drawing/02_Rendering_and_presentation.md

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## Acquiring an image from the swap chain
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As mentioned before, the first thing we need to do in the `drawFrame` function
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is acquiring an image from the swap chain. Recall that the swap chain is an
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is acquire an image from the swap chain. Recall that the swap chain is an
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extension feature, so we must use a function with the `vk*KHR` naming
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convention:
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writing colors to the image until it's available, so we're specifying the stage
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of the graphics pipeline that writes to the color attachment. That means that
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theoretically the implementation can already start executing our vertex shader
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and such while the image is not available yet. Each entry in the `waitStages`
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and such while the image is not yet available. Each entry in the `waitStages`
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array corresponds to the semaphore with the same index in `pWaitSemaphores`.
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```c++

06_Texture_mapping/00_Images.md

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```
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The `image` and `subresourceRange` specify the image that is affected and the
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specific part of the image. Our image is not an array and does not mipmapping
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specific part of the image. Our image is not an array and does not have mipmapping
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levels, so only one level and layer are specified.
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```c++
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## Transition barrier masks
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If run your application with validation layers enabled now, then you'll see that
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If you run your application with validation layers enabled now, then you'll see that
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it complains about the access masks and pipeline stages in
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`transitionImageLayout` being invalid. We still need to set those based on the
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layouts in the transition.

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