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Merge pull request #416 from luizmugnaini/fix-docs-typos
Fix documentation typos
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eaf8fc27ee
@ -171,7 +171,7 @@ See **[Documentation](https://gpuopen-librariesandsdks.github.io/VulkanMemoryAll
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- **[PowerVR SDK](https://github.com/powervr-graphics/Native_SDK)** - C++ cross-platform 3D graphics SDK, from Imagination. License: MIT.
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- **[PowerVR SDK](https://github.com/powervr-graphics/Native_SDK)** - C++ cross-platform 3D graphics SDK, from Imagination. License: MIT.
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- **[Skia](https://github.com/google/skia)** - complete 2D graphic library for drawing Text, Geometries, and Images, from Google.
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- **[Skia](https://github.com/google/skia)** - complete 2D graphic library for drawing Text, Geometries, and Images, from Google.
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- **[The Forge](https://github.com/ConfettiFX/The-Forge)** - cross-platform rendering framework. Apache License 2.0.
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- **[The Forge](https://github.com/ConfettiFX/The-Forge)** - cross-platform rendering framework. Apache License 2.0.
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- **[VK9](https://github.com/disks86/VK9)** - Direct3D 9 compatibility layer using Vulkan. Zlib lincese.
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- **[VK9](https://github.com/disks86/VK9)** - Direct3D 9 compatibility layer using Vulkan. Zlib license.
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- **[vkDOOM3](https://github.com/DustinHLand/vkDOOM3)** - Vulkan port of GPL DOOM 3 BFG Edition. License: GNU GPL.
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- **[vkDOOM3](https://github.com/DustinHLand/vkDOOM3)** - Vulkan port of GPL DOOM 3 BFG Edition. License: GNU GPL.
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- **[vkQuake2](https://github.com/kondrak/vkQuake2)** - vanilla Quake 2 with Vulkan support. License: GNU GPL.
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- **[vkQuake2](https://github.com/kondrak/vkQuake2)** - vanilla Quake 2 with Vulkan support. License: GNU GPL.
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- **[Vulkan Best Practice for Mobile Developers](https://github.com/ARM-software/vulkan_best_practice_for_mobile_developers)** from ARM. License: MIT.
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- **[Vulkan Best Practice for Mobile Developers](https://github.com/ARM-software/vulkan_best_practice_for_mobile_developers)** from ARM. License: MIT.
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@ -2166,7 +2166,7 @@ For more information, see documentation of vmaFlushAllocation().
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\param allocator
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\param allocator
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\param allocationCount
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\param allocationCount
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\param allocations
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\param allocations
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\param offsets If not null, it must point to an array of offsets of regions to flush, relative to the beginning of respective allocations. Null means all ofsets are zero.
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\param offsets If not null, it must point to an array of offsets of regions to flush, relative to the beginning of respective allocations. Null means all offsets are zero.
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\param sizes If not null, it must point to an array of sizes of regions to flush in respective allocations. Null means `VK_WHOLE_SIZE` for all allocations.
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\param sizes If not null, it must point to an array of sizes of regions to flush in respective allocations. Null means `VK_WHOLE_SIZE` for all allocations.
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This function returns the `VkResult` from `vkFlushMappedMemoryRanges` if it is
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This function returns the `VkResult` from `vkFlushMappedMemoryRanges` if it is
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@ -2187,7 +2187,7 @@ For more information, see documentation of vmaInvalidateAllocation().
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\param allocator
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\param allocator
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\param allocationCount
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\param allocationCount
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\param allocations
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\param allocations
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\param offsets If not null, it must point to an array of offsets of regions to flush, relative to the beginning of respective allocations. Null means all ofsets are zero.
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\param offsets If not null, it must point to an array of offsets of regions to flush, relative to the beginning of respective allocations. Null means all offsets are zero.
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\param sizes If not null, it must point to an array of sizes of regions to flush in respective allocations. Null means `VK_WHOLE_SIZE` for all allocations.
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\param sizes If not null, it must point to an array of sizes of regions to flush in respective allocations. Null means `VK_WHOLE_SIZE` for all allocations.
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This function returns the `VkResult` from `vkInvalidateMappedMemoryRanges` if it is
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This function returns the `VkResult` from `vkInvalidateMappedMemoryRanges` if it is
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@ -3389,7 +3389,7 @@ class VmaAllocationObjectAllocator;
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/*
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/*
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Returns number of bits set to 1 in (v).
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Returns number of bits set to 1 in (v).
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On specific platforms and compilers you can use instrinsics like:
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On specific platforms and compilers you can use intrinsics like:
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Visual Studio:
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Visual Studio:
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return __popcnt(v);
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return __popcnt(v);
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@ -12880,7 +12880,7 @@ VmaAllocator_T::VmaAllocator_T(const VmaAllocatorCreateInfo* pCreateInfo) :
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GetMemoryTypeMinAlignment(memTypeIndex), // minAllocationAlignment
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GetMemoryTypeMinAlignment(memTypeIndex), // minAllocationAlignment
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VMA_NULL); // // pMemoryAllocateNext
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VMA_NULL); // // pMemoryAllocateNext
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// No need to call m_pBlockVectors[memTypeIndex][blockVectorTypeIndex]->CreateMinBlocks here,
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// No need to call m_pBlockVectors[memTypeIndex][blockVectorTypeIndex]->CreateMinBlocks here,
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// becase minBlockCount is 0.
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// because minBlockCount is 0.
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}
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}
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}
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}
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}
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}
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@ -16553,7 +16553,7 @@ You may need to configure importing Vulkan functions. There are 3 ways to do thi
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\subsection quick_start_initialization_enabling_extensions Enabling extensions
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\subsection quick_start_initialization_enabling_extensions Enabling extensions
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VMA can automatically use following Vulkan extensions.
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VMA can automatically use following Vulkan extensions.
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If you found them availeble on the selected physical device and you enabled them
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If you found them available on the selected physical device and you enabled them
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while creating `VkInstance` / `VkDevice` object, inform VMA about their availability
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while creating `VkInstance` / `VkDevice` object, inform VMA about their availability
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by setting appropriate flags in VmaAllocatorCreateInfo::flags.
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by setting appropriate flags in VmaAllocatorCreateInfo::flags.
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@ -17332,7 +17332,7 @@ Many of the common concerns can be addressed in a different way than using custo
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- If you want to keep your allocations of certain size (small versus large) or certain lifetime (transient versus long lived)
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- If you want to keep your allocations of certain size (small versus large) or certain lifetime (transient versus long lived)
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separate, you likely don't need to.
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separate, you likely don't need to.
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VMA uses a high quality allocation algorithm that manages memory well in various cases.
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VMA uses a high quality allocation algorithm that manages memory well in various cases.
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Please mesure and check if using custom pools provides a benefit.
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Please measure and check if using custom pools provides a benefit.
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- If you want to keep your images and buffers separate, you don't need to.
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- If you want to keep your images and buffers separate, you don't need to.
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VMA respects `bufferImageGranularity` limit automatically.
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VMA respects `bufferImageGranularity` limit automatically.
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- If you want to keep your mapped and not mapped allocations separate, you don't need to.
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- If you want to keep your mapped and not mapped allocations separate, you don't need to.
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@ -18464,7 +18464,7 @@ vmaCreateImage(allocator, &imgCreateInfo, &allocCreateInfo, &img, &alloc, nullpt
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`priority` member is ignored in the following situations:
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`priority` member is ignored in the following situations:
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- Allocations created in custom pools: They inherit the priority, along with all other allocation parameters
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- Allocations created in custom pools: They inherit the priority, along with all other allocation parameters
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from the parametrs passed in #VmaPoolCreateInfo when the pool was created.
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from the parameters passed in #VmaPoolCreateInfo when the pool was created.
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- Allocations created in default pools: They inherit the priority from the parameters
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- Allocations created in default pools: They inherit the priority from the parameters
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VMA used when creating default pools, which means `priority == 0.5f`.
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VMA used when creating default pools, which means `priority == 0.5f`.
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