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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.
A reference in a subpass description to a particular attachment of the render pass.
The image views that are attached to a render pass during drawing.
Parameters to create a new Framebuffer.
An object representing the discrete steps in which rendering is done.
Parameters to create a new RenderPass.
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.

Enums

Error that can happen when creating a Framebuffer.
Describes what the implementation should do with an attachment at the start of the subpass.
Error that can happen when creating a RenderPass.
Possible resolve modes for attachments.
Describes what the implementation should do with an attachment after all the subpasses have completed.