Implementation of rendering system in Rust

Vulkan is today the de-facto standard for open cross-platform real-time graphics rendering. It allows the developers to leverage the performance of GPUs on many platforms thanks to its uniform design and brings many improvements when compared to the older OpenGL API. Contrary to its predecessor, however, Vulkan is much more low-level and requires more work from the developer. This thesis presents a Rust crate (library) with core wrapper types and a high-level API design for creating and managing Vulkan objects safely in concurrent manner, with minimal impact on performance. Advantages of Rust for this specific task are discussed and the performance and verbosity in comparison to the ash crate (library), which provides raw bindings to the C Vulkan API, is evaluated.