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Minor fix in documentation.
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docs/html/configuration.html

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<div class="title">Configuration </div> </div>
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</div><!--header-->
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<div class="contents">
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<div class="textblock"><p>Please check "CONFIGURATION SECTION" in the code to find macros that you can define before each include of this file or change directly in this file to provide your own implementation of basic facilities like assert, <code>min()</code> and <code>max()</code> functions, mutex etc. C++ STL is used by default, but changing these allows you to get rid of any STL usage if you want, as many game developers tend to do.</p>
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<div class="textblock"><p>Please check "CONFIGURATION SECTION" in the code to find macros that you can define before each include of this file or change directly in this file to provide your own implementation of basic facilities like assert, <code>min()</code> and <code>max()</code> functions, mutex, atomic etc. The library uses its own implementation of containers by default, but you can switch to using STL containers instead.</p>
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<h1><a class="anchor" id="config_Vulkan_functions"></a>
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Pointers to Vulkan functions</h1>
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<p>The library uses Vulkan functions straight from the <code>vulkan.h</code> header by default. If you want to provide your own pointers to these functions, e.g. fetched using <code>vkGetInstanceProcAddr()</code> and <code>vkGetDeviceProcAddr()</code>:</p>

docs/html/vk__mem__alloc_8h_source.html

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src/vk_mem_alloc.h

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Please check "CONFIGURATION SECTION" in the code to find macros that you can define
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before each include of this file or change directly in this file to provide
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your own implementation of basic facilities like assert, `min()` and `max()` functions,
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mutex etc. C++ STL is used by default, but changing these allows you to get rid
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of any STL usage if you want, as many game developers tend to do.
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mutex, atomic etc.
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The library uses its own implementation of containers by default, but you can switch to using
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STL containers instead.
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\section config_Vulkan_functions Pointers to Vulkan functions
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