at the moment I am a bit confused by Vulkan’s RenderPass usage.
- We have to provide a RenderPass when creating a Pipeline via GraphicsPipelineCreateInfo().
- We have to provide a RenderPass when creating a Framebuffer via FramebufferCreateInfo().
- We have to provide a RenderPass when we ‘beginRenderPass’ via RenderPassBeginInfo().
I assume this RenderPass is the same object in all 3 cases (note that the FrameBuffer is used in RenderPassBeginInfo())?
If yes, does this mean that when recording multiple render passes via multiple beginRenderPass()
calls, the RenderPass object in RenderPassBeginInfo() always stays the same and only the
other components of the RenderPassBeginInfo() like RenderArea or PClearValues might change?
If no, how does it work at all? What RenderPass object do we have to provide when creating
the pipeline and framebuffer when we are using a different RenderPass object in each
Clarification is very appreciated!