Creating render passes
A render pass object represents a series of rendering operations that read from and write to images. It’s a high-level abstraction that helps the GPU optimize the rendering process. An attachment in Vulkan is a reference to an image that is used as a target during a render pass. Attachments can be color attachments (for storing color information) or depth or stencil attachments (for storing depth/stencil information). Figure 1.6 shows an overview of what a render pass object consists of:
Figure 1.6 – Render pass and framebuffer composition
The VkAttachmentDescription
structure is used when creating a render pass in Vulkan to define the properties of each attachment. The initialLayout
and finalLayout
fields play a crucial role in optimizing the usage of attachments and layout transitions during the render pass execution. By setting the initial and final layouts correctly, you can avoid using additional pipeline barriers...