Vulkan-Guide
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Renderpass page
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
Example for VK_KHR_create_renderpass2 and VK_KHR_depth_stencil_resolve: https://github.com/Andreyogld3d/Vulkan_VK_KHR_depth_stencil_resolve
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..
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.