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Minor fixes in the documentation
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@ -14,7 +14,7 @@
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE tation of ID3D12Resource::Map methFOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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@ -1329,10 +1329,10 @@ manually.
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The process of getting regular CPU-side pointer to the memory of a resource in
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Direct3D is called "mapping". There are rules and restrictions to this process,
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as described in D3D12 documentation of ID3D12Resource::Map method.
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as described in D3D12 documentation of `ID3D12Resource::Map` method.
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Mapping happens on the level of particular resources, not entire memory heaps,
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and so it is out of scope of this library. Just as the linked documentation says:
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and so it is out of scope of this library. Just as the documentation of the `Map` function says:
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- Returned pointer refers to data of particular subresource, not entire memory heap.
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- You can map same resource multiple times. It is ref-counted internally.
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