Fixed typos in comments of triangle.cpp
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1 changed files with 4 additions and 4 deletions
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@ -2,7 +2,7 @@
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* Vulkan Example - Basic indexed triangle rendering
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* Vulkan Example - Basic indexed triangle rendering
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*
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*
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* Note:
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* Note:
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* This is a "pedal to the metal" example to show off how to get Vulkan up an displaying something
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* This is a "pedal to the metal" example to show off how to get Vulkan up and displaying something
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* Contrary to the other examples, this one won't make use of helper functions or initializers
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* Contrary to the other examples, this one won't make use of helper functions or initializers
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* Except in a few cases (swap chain setup e.g.)
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* Except in a few cases (swap chain setup e.g.)
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*
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*
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@ -87,7 +87,7 @@ public:
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// Pipelines (often called "pipeline state objects") are used to bake all states that affect a pipeline
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// Pipelines (often called "pipeline state objects") are used to bake all states that affect a pipeline
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// While in OpenGL every state can be changed at (almost) any time, Vulkan requires to layout the graphics (and compute) pipeline states upfront
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// While in OpenGL every state can be changed at (almost) any time, Vulkan requires to layout the graphics (and compute) pipeline states upfront
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// So for each combination of non-dynamic pipeline states you need a new pipeline (there are a few exceptions to this not discussed here)
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// So for each combination of non-dynamic pipeline states you need a new pipeline (there are a few exceptions to this not discussed here)
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// Even though this adds a new dimension of planing ahead, it's a great opportunity for performance optimizations by the driver
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// Even though this adds a new dimension of planning ahead, it's a great opportunity for performance optimizations by the driver
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VkPipeline pipeline;
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VkPipeline pipeline;
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// The descriptor set layout describes the shader binding layout (without actually referencing descriptor)
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// The descriptor set layout describes the shader binding layout (without actually referencing descriptor)
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@ -182,10 +182,10 @@ public:
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semaphoreCreateInfo.sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO;
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semaphoreCreateInfo.sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO;
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semaphoreCreateInfo.pNext = nullptr;
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semaphoreCreateInfo.pNext = nullptr;
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// Semaphore used to ensures that image presentation is complete before starting to submit again
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// Semaphore used to ensure that image presentation is complete before starting to submit again
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VK_CHECK_RESULT(vkCreateSemaphore(device, &semaphoreCreateInfo, nullptr, &presentCompleteSemaphore));
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VK_CHECK_RESULT(vkCreateSemaphore(device, &semaphoreCreateInfo, nullptr, &presentCompleteSemaphore));
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// Semaphore used to ensures that all commands submitted have been finished before submitting the image to the queue
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// Semaphore used to ensure that all commands submitted have been finished before submitting the image to the queue
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VK_CHECK_RESULT(vkCreateSemaphore(device, &semaphoreCreateInfo, nullptr, &renderCompleteSemaphore));
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VK_CHECK_RESULT(vkCreateSemaphore(device, &semaphoreCreateInfo, nullptr, &renderCompleteSemaphore));
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// Fences (Used to check draw command buffer completion)
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// Fences (Used to check draw command buffer completion)
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