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.
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
<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.
<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
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,