Sure, I can help you with that.

The types of content that you can put in the window depends on the graphics API that you are using. In the case of Vulkan, you can put any type of content that can be rendered using Vulkan shaders. This includes things like images, text, and 3D models.

To put content in the window, you need to create a drawable surface. A drawable surface is a surface that can be used to render content. You can create a drawable surface by calling the `vk::CreateRenderPass` function.

Once you have created a drawable surface, you can start rendering content to it by calling the `vk::CmdDraw` function. The `vk::CmdDraw` function takes a number of parameters, including the vertex buffer, the index buffer, and the number of vertices to draw.

HTML is not a supported format for Vulkan. However, you can use a library like Skia to render HTML content to a Vulkan surface.

Here is an example of how to render an image to a Vulkan surface:

```rust
use ash::vk;
use winit::{
    event::{Event, WindowEvent},
    event_loop::EventLoop,
    window::WindowBuilder,
};

fn main() {
    let event_loop = EventLoop::new();
    let window = WindowBuilder::new().build(&event_loop).unwrap();

    let instance = vk::Instance::new(
        "My Vulkan App",
        &[vk::LayerProperties::new("VK_LAYER_LUNARG_standard_validation")],
    )
    .unwrap();

    let surface = instance
        .create_surface(window.handle(), &vk::SurfaceCreateInfo::default())
        .unwrap();

    let (device, mut command_pool) = setup_vulkan(instance, surface);

    let image = load_image("image.png");

    let drawable_surface = create_drawable_surface(device, surface, image.width, image.height);

    let mut render_pass = create_render_pass(device, drawable_surface);

    let mut pipeline = create_pipeline(device, render_pass);

    let mut frame = start_frame(device, command_pool, drawable_surface);

    // Draw the image to the drawable surface.
    // ...

    // End the frame.
    // ...

    while let Some(event) = event_loop.poll_events() {
        match event {
            Event::WindowEvent(WindowEvent::CloseRequested) => {
                break;
            }
            _ => {}
        }
    }
}
```

This code will create a Vulkan instance, surface, and device. It will then load an image and create a drawable surface for the image. It will then create a render pass and pipeline for rendering the image. Finally, it will render the image to the drawable surface.

I hope this helps! Let me know if you have any other questions.
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