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.