- Create Window with GLFW
- Create the Vulkan instance.
- Define the extensions needed
- Define validation layers.
- Get physical device reference
- Determine if the physical device is compatible with our app.
- Create logical device.
- Obtain graphics queue reference of the logical device.
- Create the surface to show the render later.
- Create reference for presentation queue.
- Create chain swap - Declare extensions
- Modify create info to consider extension support in the logical device.
- Setup values for swap chain
- Create images to be used on swap chain.