Improved documentation.

This commit is contained in:
Adam Sawicki 2020-11-03 15:38:08 +01:00
parent 169895d529
commit 06619626d0

View File

@ -24,7 +24,7 @@
/** \mainpage D3D12 Memory Allocator
<b>Version 2.0.0-development</b> (2020-07-16)
<b>Version 2.0.0-development</b> (2020-11-03)
Copyright (c) 2019-2020 Advanced Micro Devices, Inc. All rights reserved. \n
License: MIT
@ -813,6 +813,10 @@ public:
/** \brief Returns offset in bytes from the start of memory heap.
If the Allocation represents committed resource with implicit heap, returns 0.
You usually don't need to use this offset. If you create a buffer or a texture together with the allocation using function
D3D12MA::Allocator::CreateResource, functions that operate on that resource refer to the beginning of the resource,
not entire memory heap.
*/
UINT64 GetOffset() const;
@ -1216,11 +1220,11 @@ public:
whole library.
If `ppvResource` is null, you receive only `ppAllocation` object from this function.
It holds pointer to `ID3D12Resource` that can be queried using function D3D12::Allocation::GetResource().
It holds pointer to `ID3D12Resource` that can be queried using function D3D12MA::Allocation::GetResource().
Reference count of the resource object is 1.
It is automatically destroyed when you destroy the allocation object.
If 'ppvResource` is not null, you receive pointer to the resource next to allocation object.
If `ppvResource` is not null, you receive pointer to the resource next to allocation object.
Reference count of the resource object is then increased by calling `QueryInterface`, so you need to manually `Release` it
along with the allocation.
@ -1231,6 +1235,10 @@ public:
\param[out] ppAllocation Filled with pointer to new allocation object created.
\param riidResource IID of a resource to be returned via `ppvResource`.
\param[out] ppvResource Optional. If not null, filled with pointer to new resouce created.
\note This function creates a new resource. Sub-allocation of parts of one large buffer,
although recommended as a good practice, is out of scope of this library and could be implemented
by the user as a higher-level logic on top of it, e.g. using the \ref virtual_allocator feature.
*/
HRESULT CreateResource(
const ALLOCATION_DESC* pAllocDesc,