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In this chapter we will look at the infrastructure that gives you images to
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render to that can be presented to the screen afterwards. This infrastructure is
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Vulkan does not have the concept of a "default framebuffer", hence it requires an infrastructure that will own the buffers we will render to before we visualize them on the screen. This infrastructure is
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known as the *swap chain* and must be created explicitly in Vulkan. The swap
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chain is essentially a queue of images that are waiting to be presented to the
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screen. Our application will acquire such an image to draw to it, and then
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