Skip to content

Commit

Permalink
Merge pull request #416 from luizmugnaini/fix-docs-typos
Browse files Browse the repository at this point in the history
Fix documentation typos
  • Loading branch information
adam-sawicki-a committed May 6, 2024
2 parents 5677097 + 187206f commit eaf8fc2
Show file tree
Hide file tree
Showing 2 changed files with 8 additions and 8 deletions.
2 changes: 1 addition & 1 deletion README.md
Original file line number Diff line number Diff line change
Expand Up @@ -171,7 +171,7 @@ See **[Documentation](https://gpuopen-librariesandsdks.github.io/VulkanMemoryAll
- **[PowerVR SDK](https://github.com/powervr-graphics/Native_SDK)** - C++ cross-platform 3D graphics SDK, from Imagination. License: MIT.
- **[Skia](https://github.com/google/skia)** - complete 2D graphic library for drawing Text, Geometries, and Images, from Google.
- **[The Forge](https://github.com/ConfettiFX/The-Forge)** - cross-platform rendering framework. Apache License 2.0.
- **[VK9](https://github.com/disks86/VK9)** - Direct3D 9 compatibility layer using Vulkan. Zlib lincese.
- **[VK9](https://github.com/disks86/VK9)** - Direct3D 9 compatibility layer using Vulkan. Zlib license.
- **[vkDOOM3](https://github.com/DustinHLand/vkDOOM3)** - Vulkan port of GPL DOOM 3 BFG Edition. License: GNU GPL.
- **[vkQuake2](https://github.com/kondrak/vkQuake2)** - vanilla Quake 2 with Vulkan support. License: GNU GPL.
- **[Vulkan Best Practice for Mobile Developers](https://github.com/ARM-software/vulkan_best_practice_for_mobile_developers)** from ARM. License: MIT.
Expand Down
14 changes: 7 additions & 7 deletions include/vk_mem_alloc.h
Original file line number Diff line number Diff line change
Expand Up @@ -2166,7 +2166,7 @@ For more information, see documentation of vmaFlushAllocation().
\param allocator
\param allocationCount
\param allocations
\param offsets If not null, it must point to an array of offsets of regions to flush, relative to the beginning of respective allocations. Null means all ofsets are zero.
\param offsets If not null, it must point to an array of offsets of regions to flush, relative to the beginning of respective allocations. Null means all offsets are zero.
\param sizes If not null, it must point to an array of sizes of regions to flush in respective allocations. Null means `VK_WHOLE_SIZE` for all allocations.

This function returns the `VkResult` from `vkFlushMappedMemoryRanges` if it is
Expand All @@ -2187,7 +2187,7 @@ For more information, see documentation of vmaInvalidateAllocation().
\param allocator
\param allocationCount
\param allocations
\param offsets If not null, it must point to an array of offsets of regions to flush, relative to the beginning of respective allocations. Null means all ofsets are zero.
\param offsets If not null, it must point to an array of offsets of regions to flush, relative to the beginning of respective allocations. Null means all offsets are zero.
\param sizes If not null, it must point to an array of sizes of regions to flush in respective allocations. Null means `VK_WHOLE_SIZE` for all allocations.

This function returns the `VkResult` from `vkInvalidateMappedMemoryRanges` if it is
Expand Down Expand Up @@ -3389,7 +3389,7 @@ class VmaAllocationObjectAllocator;
/*
Returns number of bits set to 1 in (v).

On specific platforms and compilers you can use instrinsics like:
On specific platforms and compilers you can use intrinsics like:

Visual Studio:
return __popcnt(v);
Expand Down Expand Up @@ -12880,7 +12880,7 @@ VmaAllocator_T::VmaAllocator_T(const VmaAllocatorCreateInfo* pCreateInfo) :
GetMemoryTypeMinAlignment(memTypeIndex), // minAllocationAlignment
VMA_NULL); // // pMemoryAllocateNext
// No need to call m_pBlockVectors[memTypeIndex][blockVectorTypeIndex]->CreateMinBlocks here,
// becase minBlockCount is 0.
// because minBlockCount is 0.
}
}
}
Expand Down Expand Up @@ -16553,7 +16553,7 @@ You may need to configure importing Vulkan functions. There are 3 ways to do thi
\subsection quick_start_initialization_enabling_extensions Enabling extensions

VMA can automatically use following Vulkan extensions.
If you found them availeble on the selected physical device and you enabled them
If you found them available on the selected physical device and you enabled them
while creating `VkInstance` / `VkDevice` object, inform VMA about their availability
by setting appropriate flags in VmaAllocatorCreateInfo::flags.

Expand Down Expand Up @@ -17332,7 +17332,7 @@ Many of the common concerns can be addressed in a different way than using custo
- If you want to keep your allocations of certain size (small versus large) or certain lifetime (transient versus long lived)
separate, you likely don't need to.
VMA uses a high quality allocation algorithm that manages memory well in various cases.
Please mesure and check if using custom pools provides a benefit.
Please measure and check if using custom pools provides a benefit.
- If you want to keep your images and buffers separate, you don't need to.
VMA respects `bufferImageGranularity` limit automatically.
- If you want to keep your mapped and not mapped allocations separate, you don't need to.
Expand Down Expand Up @@ -18464,7 +18464,7 @@ vmaCreateImage(allocator, &imgCreateInfo, &allocCreateInfo, &img, &alloc, nullpt
`priority` member is ignored in the following situations:

- Allocations created in custom pools: They inherit the priority, along with all other allocation parameters
from the parametrs passed in #VmaPoolCreateInfo when the pool was created.
from the parameters passed in #VmaPoolCreateInfo when the pool was created.
- Allocations created in default pools: They inherit the priority from the parameters
VMA used when creating default pools, which means `priority == 0.5f`.

Expand Down

0 comments on commit eaf8fc2

Please sign in to comment.