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vkCreateRenderPass2KHR(device, &rpInfo, nullptr, &renderPass);
If you are writing a Vulkan renderer today, the version 2 render pass functions unless you are strictly maintaining a legacy codebase. vk-khr-create-renderpass-2-extension-name
VK_KHR_create_renderpass2 provides an enhanced version of the original render pass creation mechanism ( vkCreateRenderPass ). It introduces new structures and entry points that allow applications to specify more detailed information about subpass dependencies, attachment references, and—crucially—fragment density maps and fragment shader interlock features. const VkRenderPassCreateInfo2KHR* pCreateInfo
During command buffer recording:
VkResult vkCreateRenderPass2KHR( VkDevice device, const VkRenderPassCreateInfo2KHR* pCreateInfo, const VkAllocationCallbacks* pAllocator, VkRenderPass* pRenderPass ); void vkCmdBeginRenderPass2KHR( VkCommandBuffer commandBuffer, const VkRenderPassBeginInfo* pRenderPassBegin, const VkSubpassBeginInfoKHR* pSubpassBeginInfo ); const VkAllocationCallbacks* pAllocator
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