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render pass / subpass
Vulkan's way of formally declaring a chunk of rendering and its internal steps up front, so the GPU can optimize it.
A render pass defines a scoped unit of rendering — which images are drawn into and how they're loaded and stored — while subpasses are stages within it that can feed one another efficiently, especially on tiled mobile GPUs. Declaring this structure in advance lets the driver schedule memory smartly. It's the organizational frame around where and how drawing happens.
See also
- render targetThe image a GPU draws its output into — which need not be the screen itself.
- resolveCollapsing a multi-sample (anti-aliased) image down to one clean sample per pixel.
- pipelineThe ordered assembly line of stages a GPU runs to turn 3D geometry into the colored pixels on screen.
- push constantA tiny bit of data sent straight into a shader for the next draw, faster than the usual buffer setup.