What is the logical relationship between RenderPass and Pipeline in Vulkan?
If you ignore RenderPass, my understanding of the rendering process is first, the vertex data prepared by the application layer, then the texture data can be submitted to the driver, and after that through the various stages of the pipeline, after writing to the Framebuffer, you can complete a rendering.
So what is the responsibility of the RenderPass? Is it an abstraction that provides metadata for rendering each stage (such as Format), or does it have some other role?
Is RenderPass and Pipeline dependent on feelings? For example, each Pipeline belongs to a Subpass. Or a dependency, such as the last output of the Pipeline, is handled by RenderPass. Or is it something else?