Render Passes in Vulkan
summary
Explains that a render pass bundles attachments, subpasses and dependencies so the driver can optimize begin/end work and pipeline creation, with concrete rules: attachments share dimensions, input attachments only read same XY layer, subpass dependency sources normally must have a lower index, and subpasses can use self-dependencies but must declare them. Shows a Z-only pass, FP16 shading pass and a tone-map resolve (multisample -> single sample) and notes the transient attachment flag can let implementations skip or lazily allocate backing memory. Performance gains are modest and layout/load/store choices matter.
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