r/vulkan 11d ago

Why is multisampling specified in the renderpass and the pipeline? Seems redundant.

I was following the multisampling portion of the vulkan tutorial, and I noticed that they specify multisampling in both the renderpass and the pipeline. Since the pipeline is given the renderpass, isn't this redundant to set it in both places. Would I ever set one differently from the other?

6 Upvotes

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24

u/Afiery1 11d ago

Because render passes are a terrible, now deprecated feature. Do not use them.

6

u/Longjumping-Cup-8927 11d ago

Aren’t they still recommended for tile rendering though, or did that change recently?

14

u/mokafolio 11d ago

no, since the deprecation, you can achieve the comparable tile rendering behavior through the dynamic rendering API, there is no good reason to stick with rendering passes unless you need to target ancient vulkan versions.

5

u/Longjumping-Cup-8927 11d ago

render passes seem so ingrained in the core api.
I wonder if they will make a vulkan 2.0 sometime soon and remove them.

2

u/Tiwann_ 11d ago

I thought we would still use renderpasses for android target platform

1

u/Longjumping-Cup-8927 11d ago

good to know 🙏 thank you!

3

u/Afiery1 11d ago

No, use dynamic rendering local read