Steam and Vulkan
Just a note if anybody doesn’t know already:
To enable your Vulkan application to receive steam overlay support, make sure you add the Vulkan instance layer to your device initialization.
Here’s mine:
std::vector<char const *> const validationLayers = {
#ifndef NDEBUG
#ifndef Q_OS_ANDROID
"VK_LAYER_LUNARG_standard_validation",
#else
"VK_LAYER_GOOGLE_threading",
"VK_LAYER_LUNARG_parameter_validation",
"VK_LAYER_LUNARG_device_limits",
"VK_LAYER_LUNARG_object_tracker",
"VK_LAYER_LUNARG_image",
"VK_LAYER_LUNARG_core_validation",
"VK_LAYER_LUNARG_swapchain",
"VK_LAYER_GOOGLE_unique_objects",
#endif
#endif
"VK_LAYER_VALVE_steam_overlay_64",
"VK_LAYER_VALVE_steam_overlay_32",
};