Update a set of render targets.
The draw commands you encode with a single render command encoder correspond to a single render pass. Therefore, there's a 1:1 relationship between a render command encoder and a render pass.
On macOS, one of the ways that render passes surface in a Metal rendering workflow is when a group of draws must finish before another group of draws starts. For example, the Deferred Lighting sample code renders in two passes:
Graphical elements are rendered to an offscreen texture
The offscreen texture is analyzed and translated to a final rendering to the screen
Deferred Lighting employs a two-pass rendering strategy on macOS because the render targets differ across the two passes: offscreen texture, versus the screen. Also, the first set of render targets is input to the second render pass, and thererfore the second render pass is dependent on the completion of the work done by the first render pass.