VkFramebuffer
+ VkRenderPass
defines the render target.
Render pass defines which attachment will be written with colors.
VkFramebuffer
defines which VkImageView
is to be which attachment.
VkImageView
defines which part of VkImage
to use.
VkImage
defines which VkDeviceMemory
is used and a format of the texel.
Or maybe in opposite sequence:
VkDeviceMemory
is just a sequence of N bytes in memory.
VkImage
object adds to it e.g. information about the format (so you can address by texels, not bytes).
VkImageView
object helps select only part (array or mip) of the VkImage
(like stringView, arrayView or whathaveyou does). Also can help to match to some incompatible interface (by type casting format).
VkFramebuffer
binds a VkImageView
with an attachment.
VkRenderpass
defines which attachment will be drawn into
So it's not like you do not use an image. You do, through the Vulkan Framebuffer.
Swapchain image is no different from any other image. Except that the driver is the owner of the image. You can't destroy it directly or allocate it yourself. You just borrow it from the driver for the duration between acquire and present operation.
There's (usually) more of the swapchain images for the purposes of buffering and advance rendering. AFAIK you would need a separate VkFramebuffer
for each image (which is annoying, but more in tune with what actually happens underneath).
VkFramebuffer
is not the "final destination" for anything. What you render to is defined by your subpasses, which reference images in aVkFramebuffer
. But theVkFramebuffer
itself doesn't really do anything. It sounds like you're talking more about something like OpenGL's default framebuffer. – Nikaniki