Module vulkano::render_pass
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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.
- Flags specifying additional properties of a render pass attachment description.
- A reference to an attachment in a subpass description of a render pass.
- The image views that are attached to a render pass during drawing.
- Flags specifying additional properties of a framebuffer.
- Parameters to create a new
Framebuffer
. - An object representing the discrete steps in which rendering is done.
- Flags specifying additional properties of a render pass.
- Parameters to create a new
RenderPass
. - A set of
ResolveMode
values. - Represents a subpass within a
RenderPass
object. - A dependency between two subpasses of a render pass.
- Describes one of the subpasses of a render pass.
- Flags specifying additional properties of a render pass subpass description.
Enums
- Describes what the implementation should do with an attachment at the start of the subpass.
- Describes what the implementation should do with an attachment after all the subpasses have completed.
- Possible resolve modes for attachments.