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docs: Wrote CategoryVulkan.
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* # CategoryVulkan
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*
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* Functions for creating Vulkan surfaces on SDL windows.
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*
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* For the most part, Vulkan operates independent of SDL, but it benefits from
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* a little support during setup.
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*
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* Use SDL_Vulkan_GetInstanceExtensions() to get platform-specific bits for
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* creating a VkInstance, then SDL_Vulkan_GetVkGetInstanceProcAddr() to get
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* the appropriate function for querying Vulkan entry points. Then
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* SDL_Vulkan_CreateSurface() will get you the final pieces you need to
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* prepare for rendering into an SDL_Window with Vulkan.
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*
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* Unlike OpenGL, most of the details of "context" creation and window buffer
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* swapping are handled by the Vulkan API directly, so SDL doesn't provide
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* Vulkan equivalents of SDL_GL_SwapWindow(), etc; they aren't necessary.
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*/
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#ifndef SDL_vulkan_h_
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