We are about a quarter of the way through the process of seeing something being rendered to the viewport. In this chapter, we set the validation layers and the extension that we will need in order to set up Vulkan rendering. We created a Vulkan application and instance and then created a device class so that we can select the physical device. We also created the logical device so that we can interact with the GPU.
In the next chapter, we will create the swapchain itself so that we can swap between buffers, and we will create the render and the depth texture to draw the scene. We will create a render pass to set how the render textures are to be used and then create the draw command buffers, which will execute our draw commands.