In an existing renderer which draws geometry in the swapchain, I need to render some parts of this geometry in a texture, others parts must remain on screen. All the geometry is recorded into one command buffer. I won't need to render this texture every time. I created destination image, image view and framebuffer, but I don't know what to do now. I dont think I need a specific pipeline, nor a new specific descriptor set, as everything is correctly rendered on screen. Do I need another render pass, or a subpass, or anything else?