void vkCmdEndRenderPass2KHR( VkCommandBuffer commandBuffer, const VkSubpassEndInfoKHR* pSubpassEndInfo );
If you are writing a Vulkan renderer today, the version 2 render pass functions unless you are strictly maintaining a legacy codebase.
VkResult vkCreateRenderPass2KHR( VkDevice device, const VkRenderPassCreateInfo2KHR* pCreateInfo, const VkAllocationCallbacks* pAllocator, VkRenderPass* pRenderPass ); void vkCmdBeginRenderPass2KHR( VkCommandBuffer commandBuffer, const VkRenderPassBeginInfo* pRenderPassBegin, const VkSubpassBeginInfoKHR* pSubpassBeginInfo );
vkCreateRenderPass2KHR(device, &rpInfo, nullptr, &renderPass);
void vkCmdEndRenderPass2KHR( VkCommandBuffer commandBuffer, const VkSubpassEndInfoKHR* pSubpassEndInfo );
If you are writing a Vulkan renderer today, the version 2 render pass functions unless you are strictly maintaining a legacy codebase.
VkResult vkCreateRenderPass2KHR( VkDevice device, const VkRenderPassCreateInfo2KHR* pCreateInfo, const VkAllocationCallbacks* pAllocator, VkRenderPass* pRenderPass ); void vkCmdBeginRenderPass2KHR( VkCommandBuffer commandBuffer, const VkRenderPassBeginInfo* pRenderPassBegin, const VkSubpassBeginInfoKHR* pSubpassBeginInfo );
vkCreateRenderPass2KHR(device, &rpInfo, nullptr, &renderPass);


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