Fix spelling. minor adjustments
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a734964b21
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2 changed files with 18 additions and 18 deletions
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@ -158,7 +158,7 @@ public:
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throw "Could not find a suitable memory type!";
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}
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// Create the per-frame (in flight) sVulkan synchronization primitives used in this example
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// Create the per-frame (in flight) Vulkan synchronization primitives used in this example
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void createSynchronizationPrimitives()
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{
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for (uint32_t i = 0; i < MAX_CONCURRENT_FRAMES; i++) {
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@ -237,7 +237,7 @@ public:
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VK_CHECK_RESULT(vkCreateBuffer(device, &stagingBufferCI, nullptr, &stagingBuffer.handle));
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vkGetBufferMemoryRequirements(device, stagingBuffer.handle, &memReqs);
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memAlloc.allocationSize = memReqs.size;
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// Request a host visible memory type that can be used to copy our data dto
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// Request a host visible memory type that can be used to copy our data to
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// Also request it to be coherent, so that writes are visible to the GPU right after unmapping the buffer
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memAlloc.memoryTypeIndex = getMemoryTypeIndex(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT);
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VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &stagingBuffer.memory));
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@ -558,7 +558,7 @@ public:
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vertexInputBinding.inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
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// Input attribute bindings describe shader attribute locations and memory layouts
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std::array<VkVertexInputAttributeDescription, 2> vertexInputAttributs;
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std::array<VkVertexInputAttributeDescription, 2> vertexInputAttributs{};
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// These match the following shader layout (see triangle.vert):
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// layout (location = 0) in vec3 inPos;
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// layout (location = 1) in vec3 inColor;
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@ -632,7 +632,7 @@ public:
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void createUniformBuffers()
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{
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// Prepare and initialize the per-frame uniform buffer blocks containing shader uniforms
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// Single uniforms like in OpenGL are no longer present in Vulkan. All Shader uniforms are passed via uniform buffer blocks
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// Single uniforms like in OpenGL are no longer present in Vulkan. All shader uniforms are passed via uniform buffer blocks
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VkBufferCreateInfo bufferInfo{ VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO };
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bufferInfo.size = sizeof(ShaderData);
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// This buffer will be used as a uniform buffer
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