Merge pull request #653 from httpdigest/master

Fix typos
This commit is contained in:
Sascha Willems 2020-02-14 07:00:18 +01:00 committed by GitHub
commit b3749a90ad
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
13 changed files with 17 additions and 17 deletions

View file

@ -707,7 +707,7 @@ 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
@ -785,7 +785,7 @@ 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)