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Updating 1.2 to 1.3 spec links
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config.json

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"links": {
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"GitHub Repository": "https://github.com/Overv/VulkanTutorial",
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"Support the website": "https://www.paypal.me/AOvervoorde",
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"Vulkan Specification": "https://www.khronos.org/registry/vulkan/specs/1.2-extensions/html/",
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"Vulkan Specification": "https://www.khronos.org/registry/vulkan/specs/1.3-extensions/html/",
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"LunarG Vulkan SDK": "https://lunarg.com/vulkan-sdk/",
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"Vulkan Guide": "https://github.com/KhronosGroup/Vulkan-Guide",
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"Vulkan Hardware Database": "https://vulkan.gpuinfo.org/",

en/03_Drawing_a_triangle/00_Setup/02_Validation_layers.md

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Finally, the `pfnUserCallback` field specifies the pointer to the callback function. You can optionally pass a pointer to the `pUserData` field which will be passed along to the callback function via the `pUserData` parameter. You could use this to pass a pointer to the `HelloTriangleApplication` class, for example.
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Note that there are many more ways to configure validation layer messages and debug callbacks, but this is a good setup to get started with for this tutorial. See the [extension specification](https://www.khronos.org/registry/vulkan/specs/1.2-extensions/html/chap50.html#VK_EXT_debug_utils) for more info about the possibilities.
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Note that there are many more ways to configure validation layer messages and debug callbacks, but this is a good setup to get started with for this tutorial. See the [extension specification](https://www.khronos.org/registry/vulkan/specs/1.3-extensions/html/chap50.html#VK_EXT_debug_utils) for more info about the possibilities.
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This struct should be passed to the `vkCreateDebugUtilsMessengerEXT` function to
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create the `VkDebugUtilsMessengerEXT` object. Unfortunately, because this

en/03_Drawing_a_triangle/00_Setup/04_Logical_device_and_queues.md

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because they only support compute operations. We will come back to this
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extension in the swap chain chapter.
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Previous implementations of Vulkan made a distinction between instance and device specific validation layers, but this is [no longer the case](https://www.khronos.org/registry/vulkan/specs/1.2-extensions/html/chap40.html#extendingvulkan-layers-devicelayerdeprecation). That means that the `enabledLayerCount` and `ppEnabledLayerNames` fields of `VkDeviceCreateInfo` are ignored by up-to-date implementations. However, it is still a good idea to set them anyway to be compatible with older implementations:
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Previous implementations of Vulkan made a distinction between instance and device specific validation layers, but this is [no longer the case](https://www.khronos.org/registry/vulkan/specs/1.3-extensions/html/chap40.html#extendingvulkan-layers-devicelayerdeprecation). That means that the `enabledLayerCount` and `ppEnabledLayerNames` fields of `VkDeviceCreateInfo` are ignored by up-to-date implementations. However, it is still a good idea to set them anyway to be compatible with older implementations:
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```c++
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createInfo.enabledExtensionCount = 0;

en/03_Drawing_a_triangle/02_Graphics_pipeline_basics/04_Conclusion.md

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pass where this graphics pipeline will be used. It is also possible to use other
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render passes with this pipeline instead of this specific instance, but they
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have to be *compatible* with `renderPass`. The requirements for compatibility
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are described [here](https://www.khronos.org/registry/vulkan/specs/1.2-extensions/html/chap8.html#renderpass-compatibility),
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are described [here](https://www.khronos.org/registry/vulkan/specs/1.3-extensions/html/chap8.html#renderpass-compatibility),
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but we won't be using that feature in this tutorial.
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```c++

en/04_Vertex_buffers/01_Vertex_buffer_creation.md

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to slightly worse performance than explicit flushing, but we'll see why that
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doesn't matter in the next chapter.
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Flushing memory ranges or using a coherent memory heap means that the driver will be aware of our writes to the buffer, but it doesn't mean that they are actually visible on the GPU yet. The transfer of data to the GPU is an operation that happens in the background and the specification simply [tells us](https://www.khronos.org/registry/vulkan/specs/1.2-extensions/html/chap7.html#synchronization-submission-host-writes) that it is guaranteed to be complete as of the next call to `vkQueueSubmit`.
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Flushing memory ranges or using a coherent memory heap means that the driver will be aware of our writes to the buffer, but it doesn't mean that they are actually visible on the GPU yet. The transfer of data to the GPU is an operation that happens in the background and the specification simply [tells us](https://www.khronos.org/registry/vulkan/specs/1.3-extensions/html/chap7.html#synchronization-submission-host-writes) that it is guaranteed to be complete as of the next call to `vkQueueSubmit`.
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## Binding the vertex buffer
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fr/03_Dessiner_un_triangle/00_Mise_en_place/02_Validation_layers.md

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Notez qu'il existe de nombreuses autres manières de configurer des messagers auprès des validation layers, mais nous
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avons ici une bonne base pour ce tutoriel. Référez-vous à la
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[spécification de l'extension](https://www.khronos.org/registry/vulkan/specs/1.2-extensions/html/chap50.html#VK_EXT_debug_utils)
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[spécification de l'extension](https://www.khronos.org/registry/vulkan/specs/1.3-extensions/html/chap50.html#VK_EXT_debug_utils)
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pour plus d'informations sur ces possibilités.
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Cette structure doit maintenant être passée à la fonction `vkCreateDebugUtilsMessengerEXT` afin de créer l'objet

fr/03_Dessiner_un_triangle/02_Pipeline_graphique_basique/04_Conclusion.md

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Finalement nous devons fournir les références à la render pass et aux indices des subpasses. Il est aussi possible
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d'utiliser d'autres render passes avec cette pipeline mais elles doivent être compatibles avec `renderPass`. La
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signification de compatible est donnée
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[ici](https://www.khronos.org/registry/vulkan/specs/1.2-extensions/html/chap8.html#renderpass-compatibility), mais nous
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[ici](https://www.khronos.org/registry/vulkan/specs/1.3-extensions/html/chap8.html#renderpass-compatibility), mais nous
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n'utiliserons pas cette possibilité dans ce tutoriel.
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```c++

fr/05_Uniform_buffers/01_Descriptor_pool_et_sets.md

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* Une `mat4` doit avoir le même alignement qu'un `vec4`
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Les alignemenents imposés peuvent être trouvés dans
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[la spécification](https://www.khronos.org/registry/vulkan/specs/1.2-extensions/html/chap15.html#interfaces-resources-layout)
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[la spécification](https://www.khronos.org/registry/vulkan/specs/1.3-extensions/html/chap15.html#interfaces-resources-layout)
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Notre shader original et ses trois `mat4` était bien aligné. `model` a un décalage de 0, `view` de 64 et `proj` de 128,
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ce qui sont des multiples de 16.

fr/06_Texture_mapping/00_Images.md

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paramètre d'après indique également une étape de la pipeline. Cette fois les opérations exécutées durant cette étape
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attendront la barrière. Les étapes que vous pouvez fournir comme avant- et après-barrière dépendent de l'utilisation
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des ressources qui y sont utilisées. Les valeurs autorisées sont listées
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[dans ce tableau](https://www.khronos.org/registry/vulkan/specs/1.2-extensions/html/chap7.html#synchronization-access-types).
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[dans ce tableau](https://www.khronos.org/registry/vulkan/specs/1.3-extensions/html/chap7.html#synchronization-access-types-supported).
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Par exemple, si vous voulez lire des données présentes dans un UBO après une barrière qui s'applique au buffer, vous
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devrez indiquer `VK_ACCESS_UNIFORM_READ_BIT` comme usage, et si le premier shader à utiliser l'uniform est le fragment
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shader il vous faudra indiquer `VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT` comme étape. Dans ce cas de figure, spécifier
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une condition d'accès nulle et `VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT` comme opération pré-barrière. Cette valeur correspond
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au début de la pipeline, mais ne représente pas vraiment une étape. Elle désigne plutôt le moment où la pipeline se
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prépare, et donc sert communément aux transferts. Voyez
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[la documentation](https://www.khronos.org/registry/vulkan/specs/1.2-extensions/html/chap7.html#synchronization-pipeline-stages)
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[la documentation](https://www.khronos.org/registry/vulkan/specs/1.3-extensions/html/chap7.html#VkPipelineStageFlagBits)
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pour de plus amples informations sur les pseudo-étapes.
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L'image sera écrite puis lue dans la même passe, c'est pourquoi nous devons indiquer que le fragment shader aura accès à

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