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Learning Vulkan

You're reading from   Learning Vulkan Get introduced to the next generation graphics API—Vulkan

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Product type Paperback
Published in Dec 2016
Publisher Packt
ISBN-13 9781786469809
Length 466 pages
Edition 1st Edition
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Author (1):
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Parminder Singh Parminder Singh
Author Profile Icon Parminder Singh
Parminder Singh
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Table of Contents (12) Chapters Close

Preface 1. Getting Started with the NextGen 3D Graphics API FREE CHAPTER 2. Your First Vulkan Pseudo Program 3. Shaking Hands with the Device 4. Debugging in Vulkan 5. Command Buffer and Memory Management in Vulkan 6. Allocating Image Resources and Building a Swapchain with WSI 7. Buffer Resource, Render Pass, Framebuffer, and Shaders with SPIR-V 8. Pipelines and Pipeline State Management 9. Drawing Objects 10. Descriptors and Push Constant 11. Drawing Textures

Understanding a Render Pass


A Render Pass tells us about the framebuffer attachments and subpasses that will be used while rendering. Attachments, such as color and depth, indicate how many color and depth images will be there. It specifies what should be the sample bits used to represent each of them and how the contents will be used in the rendering process. It also confirms how the contents would be treated at the beginning and end of each Render Pass instance. A Render Pass used in a command buffer is called a Render Pass instance. It manages the dependencies between the subpasses and defines the protocols on how the attachments should be used over the course of the subpasses.

A Render Pass consists of mainly two type of components: attachments and subpasses. The following are some facts about attachments and subpasses.

Attachments

An attachment refers to a surface region (such as color, depth/stencil, or resolve attachment to perform resolve operations) used at the time of rendering a...

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