From 157a8173d156f4c408f7385cb7dc5835c4bfeca7 Mon Sep 17 00:00:00 2001 From: Tiago Chaves Date: Wed, 7 Sep 2022 17:37:26 -0300 Subject: [PATCH] Fix minor typos in documentation --- include/vk_mem_alloc.h | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/include/vk_mem_alloc.h b/include/vk_mem_alloc.h index 811d53c..ccb8990 100644 --- a/include/vk_mem_alloc.h +++ b/include/vk_mem_alloc.h @@ -3031,7 +3031,7 @@ Mapping hysteresis is a logic that launches when vmaMapMemory/vmaUnmapMemory is or a persistently mapped allocation is created and destroyed several times in a row. It keeps additional +1 mapping of a device memory block to prevent calling actual vkMapMemory/vkUnmapMemory too many times, which may improve performance and help -tools like RenderDOc. +tools like RenderDoc. */ #ifndef VMA_MAPPING_HYSTERESIS_ENABLED #define VMA_MAPPING_HYSTERESIS_ENABLED 1 @@ -17831,7 +17831,7 @@ so you can map it. For example, a staging buffer that will be filled via mapped pointer and then used as a source of transfer to the buffer described previously can be created like this. -It will likely and up in a memory type that is `HOST_VISIBLE` and `HOST_COHERENT` +It will likely end up in a memory type that is `HOST_VISIBLE` and `HOST_COHERENT` but not `HOST_CACHED` (meaning uncached, write-combined) and not `DEVICE_LOCAL` (meaning system RAM). \code @@ -19074,7 +19074,7 @@ to decrease chances to be evicted to system memory by the operating system. \section usage_patterns_staging_copy_upload Staging copy for upload When: -A "staging" buffer than you want to map and fill from CPU code, then use as a source od transfer +A "staging" buffer than you want to map and fill from CPU code, then use as a source of transfer to some GPU resource. What to do: @@ -19141,7 +19141,7 @@ const float* downloadedData = (const float*)allocInfo.pMappedData; \section usage_patterns_advanced_data_uploading Advanced data uploading For resources that you frequently write on CPU via mapped pointer and -freqnently read on GPU e.g. as a uniform buffer (also called "dynamic"), multiple options are possible: +frequently read on GPU e.g. as a uniform buffer (also called "dynamic"), multiple options are possible: -# Easiest solution is to have one copy of the resource in `HOST_VISIBLE` memory, even if it means system RAM (not `DEVICE_LOCAL`) on systems with a discrete graphics card,