pub struct RenderPass { /* private fields */ }
Expand description

An object representing the discrete steps in which rendering is done.

A render pass in Vulkan is made up of three parts:

  • A list of attachments, which are image views that are inputs, outputs or intermediate stages in the rendering process.
  • One or more subpasses, which are the steps in which the rendering process, takes place, and the attachments that are used for each step.
  • Dependencies, which describe how the input and output data of each subpass is to be passed from one subpass to the next.
use vulkano::render_pass::{RenderPass, RenderPassCreateInfo, SubpassDescription};

let render_pass = RenderPass::new(
    device.clone(),
    RenderPassCreateInfo {
        subpasses: vec![SubpassDescription::default()],
        ..Default::default()
    },
).unwrap();

This example creates a render pass with no attachment and one single subpass that doesn’t draw on anything. While it’s sometimes useful, most of the time it’s not what you want.

The easiest way to create a “real” render pass is to use the single_pass_renderpass! macro.

use vulkano::format::Format;

let render_pass = single_pass_renderpass!(device.clone(),
    attachments: {
        // `foo` is a custom name we give to the first and only attachment.
        foo: {
            load: Clear,
            store: Store,
            format: Format::R8G8B8A8_UNORM,
            samples: 1,
        }
    },
    pass: {
        color: [foo],       // Repeat the attachment name here.
        depth_stencil: {}
    }
).unwrap();

See the documentation of the macro for more details. TODO: put link here

Implementations

Creates a new RenderPass.

Panics
  • Panics if create_info.subpasses is empty.
  • Panics if any element of create_info.attachments has a format of None.

Builds a render pass with one subpass and no attachment.

This method is useful for quick tests.

Creates a new RenderPass from a raw object handle.

Safety
  • handle must be a valid Vulkan object handle created from device.
  • create_info must match the info used to create the object.

Returns the attachments of the render pass.

Returns the subpasses of the render pass.

Returns the dependencies of the render pass.

Returns the correlated view masks of the render pass.

If the render pass has multiview enabled, returns the number of views used by the render pass. Returns 0 if multiview is not enabled.

Returns the granularity of this render pass.

If the render area of a render pass in a command buffer is a multiple of this granularity, then the performance will be optimal. Performances are always optimal for render areas that cover the whole framebuffer.

Returns the first subpass of the render pass.

Returns true if this render pass is compatible with the other render pass, as defined in the Render Pass Compatibility section of the Vulkan specs.

Returns true if the subpass of this description is compatible with the shader’s fragment output definition.

Trait Implementations

Formats the value using the given formatter. Read more
Returns the device that owns Self.
Executes the destructor for this type. Read more
Feeds this value into the given Hasher. Read more
Feeds a slice of this type into the given Hasher. Read more
This method tests for self and other values to be equal, and is used by ==. Read more
This method tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason. Read more
The type of the object.
Returns the raw Vulkan handle of the object.

Auto Trait Implementations

Blanket Implementations

Gets the TypeId of self. Read more
Immutably borrows from an owned value. Read more
Mutably borrows from an owned value. Read more

Returns the argument unchanged.

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

The type returned in the event of a conversion error.
Performs the conversion.
The type returned in the event of a conversion error.
Performs the conversion.