Fix typos

http://its-not-its.info/
This commit is contained in:
httpdigest 2020-01-12 12:54:41 +01:00
parent 8668606a14
commit 5029e15ec6
13 changed files with 17 additions and 17 deletions

View file

@ -424,7 +424,7 @@ public:
vkCmdCopyBuffer(copyCmd, stagingBuffer.buffer, compute.storageBuffers.output.buffer, 1, &copyRegion);
// Add an initial release barrier to the graphics queue,
// so that when the compute command buffer executes for the first time
// it doesn't complain about a lack of a corresponding "release" to it's "acquire"
// it doesn't complain about a lack of a corresponding "release" to its "acquire"
addGraphicsToComputeBarriers(copyCmd);
VulkanExampleBase::flushCommandBuffer(copyCmd, queue, true);

View file

@ -172,7 +172,7 @@ public:
vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &model.vertices.buffer, offsets);
// Bind mesh index buffer
vkCmdBindIndexBuffer(drawCmdBuffers[i], model.indices.buffer, 0, VK_INDEX_TYPE_UINT32);
// Render mesh vertex buffer using it's indices
// Render mesh vertex buffer using its indices
vkCmdDrawIndexed(drawCmdBuffers[i], model.indices.count, 1, 0, 0, 0);
drawUI(drawCmdBuffers[i]);

View file

@ -6,7 +6,7 @@
/*
This example implements projective cascaded shadow mapping. This technique splits up the camera frustum into
multiple frustums with each getting it's own full-res shadow map, implemented as a layered depth-only image.
multiple frustums with each getting its own full-res shadow map, implemented as a layered depth-only image.
The shader then selects the proper shadow map layer depending on what split of the frustum the depth value
to compare fits into.

View file

@ -217,7 +217,7 @@ public:
VkCommandBuffer copyCmd = VulkanExampleBase::createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);
// Setup buffer copy regions for each face including all of it's miplevels
// Setup buffer copy regions for each face including all of its miplevels
std::vector<VkBufferImageCopy> bufferCopyRegions;
uint32_t offset = 0;

View file

@ -112,7 +112,7 @@ Setup for the destination mip level (1), with the dimensions for the blit destin
imageBlit.dstOffsets[1].z = 1;
```
Before we can blit to this mip level, we need to transition it's image layout to ```TRANSFER_DST```:
Before we can blit to this mip level, we need to transition its image layout to ```TRANSFER_DST```:
```cpp
VkImageSubresourceRange mipSubRange = {};
mipSubRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;

View file

@ -703,7 +703,7 @@ public:
attachments[0].format = swapChain.colorFormat; // Use the color format selected by the swapchain
attachments[0].samples = VK_SAMPLE_COUNT_1_BIT; // We don't use multi sampling in this example
attachments[0].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR; // Clear this attachment at the start of the render pass
attachments[0].storeOp = VK_ATTACHMENT_STORE_OP_STORE; // Keep it's contents after the render pass is finished (for displaying it)
attachments[0].storeOp = VK_ATTACHMENT_STORE_OP_STORE; // Keep its contents after the render pass is finished (for displaying it)
attachments[0].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE; // We don't use stencil, so don't care for load
attachments[0].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE; // Same for store
attachments[0].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED; // Layout at render pass start. Initial doesn't matter, so we use undefined
@ -781,7 +781,7 @@ public:
VK_CHECK_RESULT(vkCreateRenderPass(device, &renderPassInfo, nullptr, &renderPass));
}
// Vulkan loads it's shaders from an immediate binary representation called SPIR-V
// Vulkan loads its shaders from an immediate binary representation called SPIR-V
// Shaders are compiled offline from e.g. GLSL using the reference glslang compiler
// This function loads such a shader from a binary file and returns a shader module structure
VkShaderModule loadSPIRVShader(std::string filename)