What You’ll Learn in This Chapter
• How to use renderpass objects to accelerate multipass rendering
• How to fold clears and barriers into renderpass objects
• How to control how and when data gets saved to memory
Many graphics applications make multiple passes over each frame or are otherwise able to subdivide rendering into multiple logical phases. Vulkan brings this into the core of its operation, exposing the concept of multipass rendering within a single object. This object was briefly introduced in Chapter 7, “Graphics Pipelines,” but we skimmed over many of the details, instead going only into enough depth to enable basic single-pass rendering to be achieved. In this chapter, we dig deeper into the topic ...