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
Describes an attachment that will be used in a render pass.
The image views that are attached to a render pass during drawing.
Prototype of a framebuffer.
Describes the multiview
configuration for the render pass which is used to draw
to multiple layers of a framebuffer inside of a single render pass.
An object representing the discrete steps in which rendering is done.
The description of a render pass.
Represents a subpass within a RenderPass
object.
Describes a dependency between two subpasses of a render pass.
Describes one of the subpasses of a render pass.
Enums
Error that can happen when creating a framebuffer object.
Error that can happen when an image is not compatible with a render pass attachment slot.
Describes what the implementation should do with an attachment at the start of the subpass.
Error that can happen when creating a compute pipeline.
Possible resolve modes for depth and stencil attachments.
Describes what the implementation should do with an attachment after all the subpasses have completed.
Functions
Checks whether the given image view is allowed to be the nth attachment of the given render pass.