@@ -133,16 +133,33 @@ Because there could be many different images in the swap chain, we'll
133133preemptively create an image view and framebuffer for each of them and
134134select the right one at draw time.
135135
136- === Step 5 - Render passes
137-
138- Render passes in Vulkan describe the type of images that are used during
139- rendering operations, how they will be used, and how their contents should
140- be treated.
141- In our initial triangle rendering application, we'll tell Vulkan that we
142- will use a single image as a color target and that we want it to be cleared to
143- a solid color right before the drawing operation.
144- Whereas a render pass only describes the type of images, a VkFramebuffer
145- actually binds specific images to these slots.
136+ === Step 5 - Dynamic rendering
137+
138+ In earlier versions of Vulkan, render passes were used to define how rendering
139+ to framebuffers happens.
140+ A render pass describes the types of images used during
141+ rendering operations (such as color and depth attachments),
142+ how those images will be used, and how their contents should
143+ be treated (e.g., cleared, loaded, or stored).
144+
145+ Since the release of Vulkan 1.3, a more modern and flexible paradigm called
146+ dynamic rendering has been introduced (also available via the `VK_KHR_dynamic_rendering` extension).
147+
148+ With dynamic rendering, there's no need to predefine render passes or framebuffers.
149+ Instead, you specify the rendering attachments at command recording time,
150+ making the API easier to use and more adaptable to dynamic rendering scenarios.
151+
152+ The original render pass model relied on creating a VkRenderPass
153+ to define subpasses and attachment usage,
154+ and a VkFramebuffer to bind specific image views.
155+ In contrast, dynamic rendering allows
156+ you to define all of this directly when you begin rendering
157+ — using vkCmdBeginRendering
158+ and passing attachment information in structs like VkRenderingInfo.
159+
160+ In our initial triangle rendering application,
161+ we'll use dynamic rendering to specify
162+ a single image as a color target and instruct Vulkan to clear it to a solid color right before drawing.
146163
147164=== Step 6 - Graphics pipeline
148165
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