Module vulkano::render_pass [−][src]
Expand description
Description of the steps of the rendering process, and the images used as input or output.
Render passes and framebuffers
There are two concepts in Vulkan:
- A render pass describes the overall process of drawing a frame. It is subdivided into one or more subpasses.
- A framebuffer contains the list of image views that are attached during the drawing of each subpass.
Render passes are typically created at initialization only (for example during a loading screen) because they can be costly, while framebuffers can be created and destroyed either at initialization or during the frame.
Consequently you can create graphics pipelines from a render pass object alone.
A Framebuffer
object is only needed when you actually add draw commands to a command buffer.
Structs
AttachmentDesc | Describes an attachment that will be used in a render pass. |
Framebuffer | The image views that are attached to a render pass during drawing. |
FramebufferBuilder | Prototype of a framebuffer. |
FramebufferSys | Opaque object that represents the internals of a framebuffer. |
MultiviewDesc | Describes the |
RenderPass | An object representing the discrete steps in which rendering is done. |
RenderPassDesc | The description of a render pass. |
RenderPassSys | Opaque object that represents the render pass’ internals. |
ResolveModes | |
Subpass | Represents a subpass within a |
SubpassDependencyDesc | Describes a dependency between two subpasses of a render pass. |
SubpassDesc | Describes one of the subpasses of a render pass. |
Enums
FramebufferCreationError | Error that can happen when creating a framebuffer object. |
IncompatibleRenderPassAttachmentError | Error that can happen when an image is not compatible with a render pass attachment slot. |
LoadOp | Describes what the implementation should do with an attachment at the start of the subpass. |
RenderPassCreationError | Error that can happen when creating a compute pipeline. |
ResolveMode | Possible resolve modes for depth and stencil attachments. |
StoreOp | Describes what the implementation should do with an attachment after all the subpasses have completed. |
Traits
AttachmentsList | A list of attachments. |
FramebufferAbstract | Trait for objects that contain a Vulkan framebuffer object. |
Functions
ensure_image_view_compatible | Checks whether the given image view is allowed to be the nth attachment of the given render pass. |