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Merge pull request #286 from laurelkeys/patch-1
Fix minor typos in documentation
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e4057da74f
@ -3031,7 +3031,7 @@ Mapping hysteresis is a logic that launches when vmaMapMemory/vmaUnmapMemory is
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or a persistently mapped allocation is created and destroyed several times in a row.
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It keeps additional +1 mapping of a device memory block to prevent calling actual
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vkMapMemory/vkUnmapMemory too many times, which may improve performance and help
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tools like RenderDOc.
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tools like RenderDoc.
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*/
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#ifndef VMA_MAPPING_HYSTERESIS_ENABLED
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#define VMA_MAPPING_HYSTERESIS_ENABLED 1
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@ -17831,7 +17831,7 @@ so you can map it.
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For example, a staging buffer that will be filled via mapped pointer and then
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used as a source of transfer to the buffer described previously can be created like this.
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It will likely and up in a memory type that is `HOST_VISIBLE` and `HOST_COHERENT`
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It will likely end up in a memory type that is `HOST_VISIBLE` and `HOST_COHERENT`
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but not `HOST_CACHED` (meaning uncached, write-combined) and not `DEVICE_LOCAL` (meaning system RAM).
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\code
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@ -19074,7 +19074,7 @@ to decrease chances to be evicted to system memory by the operating system.
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\section usage_patterns_staging_copy_upload Staging copy for upload
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<b>When:</b>
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A "staging" buffer than you want to map and fill from CPU code, then use as a source od transfer
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A "staging" buffer than you want to map and fill from CPU code, then use as a source of transfer
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to some GPU resource.
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<b>What to do:</b>
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@ -19141,7 +19141,7 @@ const float* downloadedData = (const float*)allocInfo.pMappedData;
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\section usage_patterns_advanced_data_uploading Advanced data uploading
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For resources that you frequently write on CPU via mapped pointer and
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freqnently read on GPU e.g. as a uniform buffer (also called "dynamic"), multiple options are possible:
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frequently read on GPU e.g. as a uniform buffer (also called "dynamic"), multiple options are possible:
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-# Easiest solution is to have one copy of the resource in `HOST_VISIBLE` memory,
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even if it means system RAM (not `DEVICE_LOCAL`) on systems with a discrete graphics card,
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