Working with rendering passes
In Chapter 4, Adding User Interaction and Productivity Tools, we introduced our "layered" frame composition, which we will now refine and extend. These modifications will allow us to do offscreen rendering and significantly simplify initialization and Vulkan object management.
This recipe will describe the rendering interface that's used by the VulkanApp
class. At the end of this recipe, a few concrete classes will be presented that can render quadrilaterals and the UI. Please revisit the previous two recipes to see how the Renderer
interface fits in the new framework.
Getting ready
Check out the Putting it all together into a Vulkan application recipe of Chapter 4, Adding User Interaction and Productivity Tools, to refresh your memory on how our "layered" frame composition works.
How to do it...
Each of the frame rendering passes is represented by an instance of the Renderer
class. The list of references to these...