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Fix code listing link formatting
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03_Drawing_a_triangle/00_Setup/00_Base_code.md

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@@ -319,4 +319,4 @@ When you run the program now you should see a window titled `Vulkan` show up
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until the application is terminated by closing the window. Now that we have the
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skeleton for the Vulkan application, let's [create the first Vulkan object](!Drawing_a_triangle/Setup/Instance)!
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[C++ code](/code/base_code.cpp)

03_Drawing_a_triangle/00_Setup/01_Instance.md

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optional first parameter that allows us to filter extensions by a specific
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validation layer, which we'll ignore for now.
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To allocate an array to hold the extension details we first need to know how
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To allocate an array to hold the extension details we first need to know how
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many there are. You can request just the number of extensions by leaving the
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latter parameter empty:
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Before continuing with the more complex steps after instance creation, it's time
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to evaluate our debugging options by checking out [validation layers](!Drawing_a_triangle/Setup/Validation_layers).
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[C++ code](/code/instance_creation.cpp) /
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[C++ code](/code/instance_creation.cpp)

03_Drawing_a_triangle/00_Setup/02_Validation_layers.md

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how important it is to know exactly what you're doing with Vulkan. Now it's time
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to look at [Vulkan devices in the system](!Drawing_a_triangle/Setup/Physical_devices_and_queue_families).
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[C++ code](/code/validation_layers.cpp) /
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[C++ code](/code/validation_layers.cpp)

03_Drawing_a_triangle/00_Setup/03_Physical_devices_and_queue_families.md

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@@ -277,4 +277,4 @@ Great, that's all we need for now to find the right physical device! The next
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step is to [create a logical device](!Drawing_a_triangle/Setup/Logical_device_and_queues)
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to interface with it.
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[C++ code](/code/physical_device_selection.cpp) /
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[C++ code](/code/physical_device_selection.cpp)

03_Drawing_a_triangle/00_Setup/04_Logical_device_and_queues.md

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@@ -159,4 +159,4 @@ With the logical device and queue handles we can now actually start using the
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graphics card to do things! In the next few chapters we'll set up the resources
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to present results to the window system.
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[C++ code](/code/logical_device.cpp)

03_Drawing_a_triangle/01_Presentation/00_Window_surface.md

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the same value now. In the next chapter we're going to look at swap chains and
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how they give us the ability to present images to the surface.
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[C++ code](/code/window_surface.cpp) /
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[C++ code](/code/window_surface.cpp)

03_Drawing_a_triangle/01_Presentation/01_Swap_chain.md

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window. The next two chapters will cover how we can set up the images as render
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targets and then we start looking into the actual drawing commands!
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[C++ code](/code/swap_chain_creation.cpp) /
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[C++ code](/code/swap_chain_creation.cpp)

03_Drawing_a_triangle/01_Presentation/02_Image_views.md

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```c++
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void createImageViews() {
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swapChainImageViews.resize(swapChainImages.size(), VDeleter<VkImageView>{device, vkDestroyImageView});
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}
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```
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of indirection, known as a framebuffer. But first we'll have to set up the
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graphics pipeline.
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[C++ code](/code/image_views.cpp)

03_Drawing_a_triangle/02_Graphics_pipeline_basics/00_Introduction.md

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}
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```
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[C++ code](/code/graphics_pipeline.cpp) /
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[C++ code](/code/graphics_pipeline.cpp)

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