Add list of all defines used to configure vulkan.hpp to README.md

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# Vulkan-Hpp: C++ Bindings for Vulkan
The goal of the Vulkan-Hpp is to provide header only C++ bindings for the Vulkan C API to improve the developers Vulkan experience without introducing CPU runtime cost. It adds features like type safety for enums and bitfields, STL container support, exceptions and simple enumerations.
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When you configure your project using CMake, you can enable SAMPLES_BUILD to add some sample projects to your solution. Most of them are ports from the LunarG samples, but there are some more, like CreateDebugUtilsMessenger, InstanceVersion, PhysicalDeviceDisplayProperties, PhysicalDeviceExtensions, PhysicalDeviceFeatures, PhysicalDeviceGroups, PhysicalDeviceMemoryProperties, PhysicalDeviceProperties, PhysicalDeviceQueueFamilyProperties, and RayTracing. All those samples should just compile and run.
When you configure your project using CMake, you can enable TESTS_BUILD to add some test projects to your solution. Those tests are just compilation tests and are not required to run.
## Configuration Options
There are a couple of defines you can use to control the feature set and behaviour of vulkan.hpp:
#### VULKAN_HPP_ASSERT
At various places in vulkan.hpp an assertion statement is used. By default, the standard assert funtions from ```<cassert>``` is called. By defining ```VULKAN_HPP_ASSERT``` before including vulkan.hpp, you can change that to any function with the very same interface.
#### VULKAN_HPP_ASSERT_ON_RESULT
If there are no exceptions enabled (see ```VULKAN_HPP_NO_EXCEPTIONS```), an assertion statement checks for a valid success code returned from every vulkan call. By default, this is the very same assert function as defined by ```VULKAN_HPP_ASSERT```, but by defining ```VULKAN_HPP_ASSERT_ON_RESULT``` you can replace just those assertions with your own function, using the very same interface.
#### VULKAN_HPP_DEFAULT_DISPATCHER
Every vk-function gets a Dispatcher as its very last argument, which defaults to ```VULKAN_HPP_DEFAULT_DISPATCHER```. If ```VULKAN_HPP_DISPATCH_LOADER_DYNAMIC``` is defined to be 1, it is ```defaultDispatchLoaderDynamic```. This in turn is the dispatcher instance, which is defined by ```VULKAN_HPP_DEFAULT_DISPATCH_LOADER_DYNAMIC_STORAGE```, which has to be used exactly once in your sources. If, on the other hand, ```VULKAN_HPP_DISPATCH_LOADER_DYNAMIC``` is defined to something different from 1, ```VULKAN_HPP_DEFAULT_DISPATCHER``` is set to be ```DispatchLoaderStatic()```.
You can use your own default dispatcher by setting ```VULKAN_HPP_DEFAULT_DISPATCHER``` to an object that provides the same API. If you explicitly set ```VULKAN_HPP_DEFAULT_DISPATCHER```, you need to set ```VULKAN_HPP_DEFAULT_DISPATCHER_TYPE``` accordingly as well.
#### VULKAN_HPP_DEFAULT_DISPATCHER_TYPE
This names the default dispatcher type, as specified by ```VULKAN_HPP_DEFAULT_DISPATCHER```. Per default, it is DispatchLoaderDynamic or DispatchLoaderStatic, depending on ```VULKAN_HPP_DISPATCH_LOADER_DYNAMIC``` being 1 or not 1, respectively. If you explicitly set ```VULKAN_HPP_DEFAULT_DISPATCHER```, you need to set ```VULKAN_HPP_DEFAULT_DISPATCHER_TYPE``` accordingly as well.
#### VULKAN_HPP_DEFAULT_DISPATCH_LOADER_DYNAMIC_STORAGE
If you not have defined your own ```VULKAN_HPP_DEFAULT_DISPATCHER```, and have ```VULKAN_HPP_DISPATCH_LOADER_DYNAMIC``` defined to be 1 (the default), you need to have the macro ```VULKAN_HPP_DEFAULT_DISPATCH_LOADER_DYNAMIC_STORAGE``` exactly once in any of your source files to provide storage for that default dispatcher.
#### VULKAN_HPP_DISABLE_ENHANCED_MODE
When this is defined before including vulkan.hpp, you essentially disable all enhanced functionality. All you then get is improved compile time error detection, via scoped enums, usage of the helper class ```vk::Flags``` for bitmasks, wrapper structs for all vulkan structs providing default initialization, and the helper class ```vk::StructureChain``` for compile-time construction of structure chains.
#### VULKAN_HPP_DISPATCH_LOADER_DYNAMIC
This either selects the dynamic (when it's 1) or the static (when it's not 1) DispatchLoader as the default one, as long as it's not explicitly specified by ```VULKAN_HPP_DEFAULT_DISPATCHER```. By default, this is defined to be 1 if ```VK_NO_PROTOTYPES``` is defined, otherwise 0.
#### VULKAN_HPP_ENABLE_DYNAMIC_LOADER_TOOL
By default, a little helper class ```DynamicLoader``` is used to dynamically load the vulkan library. If you set it to something different than 1 before including vulkan.hpp, this helper is not available, and you need to explicitly provide your own loader type for the function ```DispatchLoaderDynamic::init()```.
#### VULKAN_HPP_INLINE
This is set to be the compiler-dependent attribute used to mark functions as inline. If your compiler happens to need some different attribute, you can set this define accordingly before including vulkan.hpp.
#### VULKAN_HPP_NAMESPACE
By default, the namespace used with vulkan.hpp is ```vk```. By defining ```VULKAN_HPP_NAMESPACE``` before including vulkan.hpp, you can adjust this.
#### VULKAN_HPP_NO_EXCEPTIONS
When a vulkan function returns an error code that is not specified to be a success code, an exception is thrown unless ```VULKAN_HPP_NO_EXCEPTIONS``` is defined before including vulkan.hpp.
#### VULKAN_HPP_NO_NODISCARD_WARNINGS
With C++17, all ```vk```-functions returning something are declared with the attribute ```[[nodiscard]]```. This can be removed by defining ```VULKAN_HPP_NO_NODISCARD_WARNINGS``` before including vulkan.hpp.
#### VULKAN_HPP_NO_SMART_HANDLE
By defining ```VULKAN_HPP_NO_SMART_HANDLE``` before including vulkan.hpp, the helper class ```UniqueHandle``` and all the unique handle types are not available.
#### VULKAN_HPP_TYPESAFE_CONVERSION
32-bit vulkan is not typesafe for handles, so we don't allow copy constructors on this platform by default. To enable this feature on 32-bit platforms define ```VULKAN_HPP_TYPESAFE_CONVERSION```.
## See Also
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.