Fixed typos in comments of triangle.cpp

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JJCUBER 2021-12-30 22:58:53 -05:00 committed by GitHub
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@ -2,7 +2,7 @@
* Vulkan Example - Basic indexed triangle rendering * Vulkan Example - Basic indexed triangle rendering
* *
* Note: * Note:
* This is a "pedal to the metal" example to show off how to get Vulkan up an displaying something * This is a "pedal to the metal" example to show off how to get Vulkan up and displaying something
* Contrary to the other examples, this one won't make use of helper functions or initializers * Contrary to the other examples, this one won't make use of helper functions or initializers
* Except in a few cases (swap chain setup e.g.) * Except in a few cases (swap chain setup e.g.)
* *
@ -87,7 +87,7 @@ public:
// Pipelines (often called "pipeline state objects") are used to bake all states that affect a pipeline // Pipelines (often called "pipeline state objects") are used to bake all states that affect a pipeline
// While in OpenGL every state can be changed at (almost) any time, Vulkan requires to layout the graphics (and compute) pipeline states upfront // While in OpenGL every state can be changed at (almost) any time, Vulkan requires to layout the graphics (and compute) pipeline states upfront
// So for each combination of non-dynamic pipeline states you need a new pipeline (there are a few exceptions to this not discussed here) // So for each combination of non-dynamic pipeline states you need a new pipeline (there are a few exceptions to this not discussed here)
// Even though this adds a new dimension of planing ahead, it's a great opportunity for performance optimizations by the driver // Even though this adds a new dimension of planning ahead, it's a great opportunity for performance optimizations by the driver
VkPipeline pipeline; VkPipeline pipeline;
// The descriptor set layout describes the shader binding layout (without actually referencing descriptor) // The descriptor set layout describes the shader binding layout (without actually referencing descriptor)
@ -182,10 +182,10 @@ public:
semaphoreCreateInfo.sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO; semaphoreCreateInfo.sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO;
semaphoreCreateInfo.pNext = nullptr; semaphoreCreateInfo.pNext = nullptr;
// Semaphore used to ensures that image presentation is complete before starting to submit again // Semaphore used to ensure that image presentation is complete before starting to submit again
VK_CHECK_RESULT(vkCreateSemaphore(device, &semaphoreCreateInfo, nullptr, &presentCompleteSemaphore)); VK_CHECK_RESULT(vkCreateSemaphore(device, &semaphoreCreateInfo, nullptr, &presentCompleteSemaphore));
// Semaphore used to ensures that all commands submitted have been finished before submitting the image to the queue // Semaphore used to ensure that all commands submitted have been finished before submitting the image to the queue
VK_CHECK_RESULT(vkCreateSemaphore(device, &semaphoreCreateInfo, nullptr, &renderCompleteSemaphore)); VK_CHECK_RESULT(vkCreateSemaphore(device, &semaphoreCreateInfo, nullptr, &renderCompleteSemaphore));
// Fences (Used to check draw command buffer completion) // Fences (Used to check draw command buffer completion)