Application Started
Entering WinMain
RegisterClass: OK
CreateMenu: OK
CreateAcceleratorTable: OK
CreateWindow: OK
CreateStatusBar: OK

vkEnumerateInstanceLayerProperties - First Pass: OK
Memory Allocating: OK
vkEnumerateInstanceLayerProperties - Second Pass: OK
Memory Allocating: OK
vkEnumerateInstanceExtensionProperties - First Pass: OK
Memory Allocating: OK
vkEnumerateInstanceExtensionProperties - Second Pass: OK
Memory Allocating: OK
VK_KHR_surface is found
VK_KHR_win32_surface is found
vkCreateInstance: OK
vkEnumeratePhysicalDevices - First Pass: OK
Memory Allocating: OK
vkEnumeratePhysicalDevices - Second Pass: OK
Memory Allocating: OK
GetPhysicalDeviceProperties: NVIDIA GeForce GTX 1650
GetPhysicalDeviceProperties: Intel(R) UHD Graphics 630
Chosen physical device: NVIDIA GeForce GTX 1650
vkDestroyInstance: OK

vkCreateInstance: OK
vkCreateWin32SurfaceKHR: OK
vkEnumeratePhysicalDevices - First Pass: OK
Memory Allocating: OK
vkEnumeratePhysicalDevices - Second Pass: OK
Memory Allocating: OK
GetPhysicalDeviceProperties: NVIDIA GeForce GTX 1650
GetPhysicalDeviceProperties: Intel(R) UHD Graphics 630
Chosen physical device: NVIDIA GeForce GTX 1650
vkGetPhysicalDeviceQueueFamilyProperties - First Pass: OK
Memory Allocating: OK
vkGetPhysicalDeviceQueueFamilyProperties - Second Pass: OK
Memory Allocating: OK
vkGetPhysicalDeviceSurfaceSupportKHR: OK
Queue Family Selected Successfully
vkGetPhysicalDeviceSurfaceCapabilitiesKHR: OK
Extent Chosen Successfully
vkGetPhysicalDeviceSurfaceFormatsKHR - First Pass: OK
Memory Allocating: OK
vkGetPhysicalDeviceSurfaceFormatsKHR - Second Pass: OK
Format Chosen Successfully
vkGetPhysicalDeviceSurfacePresentModesKHR - First Pass: OK
Memory Allocating: OK
vkGetPhysicalDeviceSurfacePresentModesKHR - Second Pass: OK
Present Mode Chosen Successfully
vkCreateDevice: OK
vkGetDeviceQueue (Graphics Queue): OK
vkGetDeviceQueue (Present Queue): OK
vkCreateSwapchainKHR: OK
vkGetSwapchainImagesKHR - First Pass: OK
Memory Allocating: OK
vkGetSwapchainImagesKHR - Second Pass: OK
Memory Allocating: OK
vkCreateImageView: OK
vkCreateImageView: OK
vkCreateRenderPass: OK
Loading Vertex Shader: OK
vkCreateShaderModule (Vertex): OK
Loading Fragment Shader: OK
vkCreateShaderModule (Fragment): OK
vkCreatePipelineLayout: OK
vkCreateGraphicsPipelines: OK
vkCreateCommandPool: OK
Memory Allocating: OK
vkAllocateCommandBuffers: OK
vkCreateSemaphoreImageAvailable: OK
vkCreateSemaphoreRenderFinished: OK
vkCreateFence: OK
Memory Allocating: OK
vkCreateFramebuffer: OK
vkCreateFramebuffer: OK
Record Command Buffers
vkBeginCommandBuffer: OK
vkCmdBeginRenderPass: OK
vkCmdSetViewport: OK
vkCmdSetScissor: OK
vkCmdBindPipeline: OK
vkCmdDraw: OK
vkCmdEndRenderPass: OK
vkEndCommandBuffer: OK
vkBeginCommandBuffer: OK
vkCmdBeginRenderPass: OK
vkCmdSetViewport: OK
vkCmdSetScissor: OK
vkCmdBindPipeline: OK
vkCmdDraw: OK
vkCmdEndRenderPass: OK
vkEndCommandBuffer: OK
UpdateWindow: OK
Entering Message Loop
DrawScene called
vkAcquireNextImageKHR: OK
vkResetFences: OK
vkQueueSubmit: OK
vkQueuePresentKHR: OK

WM_CLOSE received

vkDestroyFramebuffer: OK
vkDestroyFramebuffer: OK
vkDestroyFence: OK
vkDestroySemaphoreRenderFinished: OK
vkDestroySemaphoreImageAvailable: OK
vkDestroyCommandPool: OK
vkDestroyPipeline: OK
vkDestroyPipelineLayout: OK
vkDestroyShaderModule (Fragment): OK
vkDestroyShaderModule (Vertex): OK
vkDestroyRenderPass: OK
vkDestroySwapchainKHR: OK
vkDestroyDevice: OK
vkDestroySurfaceKHR: OK
vkDestroyInstance: OK
WM_DESTROY received
Calling ExitProcess
