Cleaned up includes

Fixed typos
This commit is contained in:
Sascha Willems 2020-08-09 13:16:35 +02:00
parent 9207090718
commit a465bad5aa
70 changed files with 46 additions and 897 deletions

View file

@ -341,7 +341,7 @@ public:
// Pipeline stage at which the queue submission will wait (via pWaitSemaphores)
VkPipelineStageFlags waitStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
// The submit info structure specifices a command buffer queue submission batch
// The submit info structure specifies a command buffer queue submission batch
VkSubmitInfo submitInfo = {};
submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
submitInfo.pWaitDstStageMask = &waitStageMask; // Pointer to the list of pipeline stages that the semaphore waits will occur at
@ -370,8 +370,8 @@ public:
void prepareVertices(bool useStagingBuffers)
{
// A note on memory management in Vulkan in general:
// This is a very complex topic and while it's fine for an example application to to small individual memory allocations that is not
// what should be done a real-world application, where you should allocate large chunkgs of memory at once isntead.
// This is a very complex topic and while it's fine for an example application to small individual memory allocations that is not
// what should be done a real-world application, where you should allocate large chunks of memory at once instead.
// Setup vertices
std::vector<Vertex> vertexBuffer =
@ -733,7 +733,7 @@ public:
VkAttachmentReference depthReference = {};
depthReference.attachment = 1; // Attachment 1 is color
depthReference.layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL; // Attachment used as depth/stemcil used during the subpass
depthReference.layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL; // Attachment used as depth/stencil used during the subpass
// Setup a single subpass reference
VkSubpassDescription subpassDescription = {};
@ -758,7 +758,7 @@ public:
// First dependency at the start of the renderpass
// Does the transition from final to initial layout
dependencies[0].srcSubpass = VK_SUBPASS_EXTERNAL; // Producer of the dependency
dependencies[0].dstSubpass = 0; // Consumer is our single subpass that will wait for the execution depdendency
dependencies[0].dstSubpass = 0; // Consumer is our single subpass that will wait for the execution dependency
dependencies[0].srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; // Match our pWaitDstStageMask when we vkQueueSubmit
dependencies[0].dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; // is a loadOp stage for color attachments
dependencies[0].srcAccessMask = 0; // semaphore wait already does memory dependency for us
@ -857,7 +857,7 @@ public:
// Renderpass this pipeline is attached to
pipelineCreateInfo.renderPass = renderPass;
// Construct the differnent states making up the pipeline
// Construct the different states making up the pipeline
// Input assembly state describes how primitives are assembled
// This pipeline will assemble vertex data as a triangle lists (though we only use one triangle)
@ -887,7 +887,7 @@ public:
colorBlendState.pAttachments = blendAttachmentState;
// Viewport state sets the number of viewports and scissor used in this pipeline
// Note: This is actually overriden by the dynamic states (see below)
// Note: This is actually overridden by the dynamic states (see below)
VkPipelineViewportStateCreateInfo viewportState = {};
viewportState.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
viewportState.viewportCount = 1;
@ -920,7 +920,7 @@ public:
depthStencilState.front = depthStencilState.back;
// Multi sampling state
// This example does not make use fo multi sampling (for anti-aliasing), the state must still be set and passed to the pipeline
// This example does not make use of multi sampling (for anti-aliasing), the state must still be set and passed to the pipeline
VkPipelineMultisampleStateCreateInfo multisampleState = {};
multisampleState.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
multisampleState.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
@ -936,7 +936,7 @@ public:
vertexInputBinding.stride = sizeof(Vertex);
vertexInputBinding.inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
// Inpute attribute bindings describe shader attribute locations and memory layouts
// Input attribute bindings describe shader attribute locations and memory layouts
std::array<VkVertexInputAttributeDescription, 2> vertexInputAttributs;
// These match the following shader layout (see triangle.vert):
// layout (location = 0) in vec3 inPos;
@ -1032,7 +1032,7 @@ public:
// Get memory requirements including size, alignment and memory type
vkGetBufferMemoryRequirements(device, uniformBufferVS.buffer, &memReqs);
allocInfo.allocationSize = memReqs.size;
// Get the memory type index that supports host visibile memory access
// Get the memory type index that supports host visible memory access
// Most implementations offer multiple memory types and selecting the correct one to allocate memory from is crucial
// We also want the buffer to be host coherent so we don't have to flush (or sync after every update.
// Note: This may affect performance so you might not want to do this in a real world application that updates buffers on a regular base
@ -1095,7 +1095,7 @@ public:
};
// OS specific macros for the example main entry points
// Most of the code base is shared for the different supported operating systems, but stuff like message handling diffes
// Most of the code base is shared for the different supported operating systems, but stuff like message handling differs
#if defined(_WIN32)
// Windows entry point