Getting started with image resources
A Vulkan resource is simply a representation of a memory view that contains data. Vulkan primarily has two types of resource: buffers and images. In this chapter, we will only discuss the concept of an image resource; this will be used to implement the swapchain. For more information on the buffer resource type, refer to Chapter 7, Buffer Resource, Render Pass, Framebuffer, and Shaders with SPIR-V. In order to get an overview of this, you may want to revisit the Resource objects - managing images and buffers section in Chapter 2, Your First Vulkan Pseudo Program.
Vulkan images represent contiguous texture data in 1D/2D/3D form. These images are primarily used as either an attachment or texture:
Attachment: The image is attached to the pipeline for the framebuffer's color or depth attachment and can also be used as an auxiliary surface for multipass processing purposes
Texture: The image is used as a descriptor interface and shared at the shader stage ...