Module vulkano::render_pass

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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

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.