Fix minor typos in documentation

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Tiago Chaves 2022-09-07 17:37:26 -03:00 committed by GitHub
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@ -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. 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 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 vkMapMemory/vkUnmapMemory too many times, which may improve performance and help
tools like RenderDOc. tools like RenderDoc.
*/ */
#ifndef VMA_MAPPING_HYSTERESIS_ENABLED #ifndef VMA_MAPPING_HYSTERESIS_ENABLED
#define VMA_MAPPING_HYSTERESIS_ENABLED 1 #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 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. 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). but not `HOST_CACHED` (meaning uncached, write-combined) and not `DEVICE_LOCAL` (meaning system RAM).
\code \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 \section usage_patterns_staging_copy_upload Staging copy for upload
<b>When:</b> <b>When:</b>
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. to some GPU resource.
<b>What to do:</b> <b>What to do:</b>
@ -19141,7 +19141,7 @@ const float* downloadedData = (const float*)allocInfo.pMappedData;
\section usage_patterns_advanced_data_uploading Advanced data uploading \section usage_patterns_advanced_data_uploading Advanced data uploading
For resources that you frequently write on CPU via mapped pointer and 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, -# 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, even if it means system RAM (not `DEVICE_LOCAL`) on systems with a discrete graphics card,