Okay, I played a bit with Vulkan and found out, that there are a few things, which should be clarified before
A few things according to Vulkan:
- 1. If you want to use functions of Vulkan, you must check before, whether a device supports this function!
2. You can use functions without checking that, but its not recommended!
3. A device must be selected!
Having the list above in my small head, I looked to the documentation of a library, which gives me nice simple frames both for OpenGL and Vulkan (GLFW).
So if you're browsing through the API doc, you notice, that GLFW doesn't select the device for you, nor even it loads the Vulkan library with checks whether they are usable.
For the development of the API Support for Vulkan I thought of a small procedure which checks for us the wished functions and even selects the correct device for us, because the development would be easier, if we have the same device configuration. Besides that, other developer wouldn't be confronted with the difficult selection of device properties etc.
Furthermore according to supported functions and supported features I would suggest to create a single procedure, which selects during initialization the rigth functions (and features) for the renderer.
We should create a useless function with a 30-letters long german name
There's much to do!
(PSPS: Shouldn't we move this to another place?)