Considering a RenderPass that has multiple Subpasses:
Is the implication of multiple subpasses that the entire rendering pipeline is executed once per subpass? And that the image output of a prior subpass is accessible to subsequent subpasses, assumming correct subpass dependencies? (with the stipulation that reading prior image data happens at the same pixel location, for tile gpu optimation) I understand that hardware may optimize things out; it's more of a way of thinking about how the multi-subpass processing happens.
Extending this to multiple renderpasses, then is it the same thing as subpasses? except that image data from prior renderpasses can be accessed at any location, and that the synchronization between renderpasses uses different mechanisms that between subpasses.
