Minor fixes in the documentation

This commit is contained in:
Adam Sawicki 2022-02-24 22:51:49 +01:00
parent ae2ea0b293
commit a0376f7261

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