Description of the steps of the rendering process, and the images used as input or output.
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.
Framebuffer object is only needed when you actually add draw commands to a command buffer.
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.
Opaque object that represents the internals of a framebuffer.
An object representing the discrete steps in which rendering is done.
The description of a render pass.
Opaque object that represents the render pass’ internals.
Represents a subpass within a
Describes a dependency between two subpasses of a render pass.
Describes one of the subpasses of a render pass.
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.
Describes what the implementation should do with an attachment after all the subpasses have completed.
A list of attachments.
Trait for objects that contain a Vulkan framebuffer object.
Checks whether the given image view is allowed to be the nth attachment of the given render pass.