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Renderpass page

Open charles-lunarg opened this issue 5 years ago • 3 comments

Looking at the list of topics, it seems there is room for a short page on renderpasses. Nothing extravagant, just a "heres what, why, when, and links to detailed descriptions" kind of thing. I am willing to write it if others think its a useful/needed page.

Content Proposal:

  • Purpose & rational
  • Simple example/use case
  • Subpasses, their limitations, and when to use them.
  • Mention how mobile uses renderpasses for efficiency
  • Links to external sources - Are these good links and what else is there to add?
    • Vulkan-Samples https://github.com/KhronosGroup/Vulkan-Samples/blob/master/samples/performance/render_subpasses/render_subpasses_tutorial.md
    • GPUinfo https://gpuopen.com/vulkan-renderpasses/
    • Samsung https://developer.samsung.com/game/renderpasses

charles-lunarg avatar Jan 17 '20 17:01 charles-lunarg

Example for VK_KHR_create_renderpass2 and VK_KHR_depth_stencil_resolve: https://github.com/Andreyogld3d/Vulkan_VK_KHR_depth_stencil_resolve

Andreyogld3d avatar Aug 25 '21 09:08 Andreyogld3d

Note, this has evolved a lot recently - would be good to clarify how folks should be using render passes today - perhaps part of the "how to Vulkan in 2024" chapter? Seems like an important topic - labeling as priority..

marty-johnson59 avatar Jan 25 '24 23:01 marty-johnson59

Agree. People new to Vulkan will probably be confused as to whether they should use render passes or dynamic rendering. And that has a lot of implications on how you write code, so people are sometimes a bit upset if they find out that Vulkan supports a renderpass-less approach after they wrote code using render passes.

SaschaWillems avatar Jan 29 '24 20:01 SaschaWillems