D3DX12.h comment fixes

This commit is contained in:
Chuck Walbourn 2021-10-04 23:51:02 -07:00
parent 10ab96e22a
commit 193ee1982f

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@ -3312,16 +3312,16 @@ inline bool operator==( const D3D12_RENDER_PASS_DEPTH_STENCIL_DESC &a, const D3D
// Helper classes for creating new style state objects out of an arbitrary set of subobjects. // Helper classes for creating new style state objects out of an arbitrary set of subobjects.
// Uses STL // Uses STL
// //
// Start by instantiating CD3DX12_STATE_OBJECT_DESC (see it's public methods). // Start by instantiating CD3DX12_STATE_OBJECT_DESC (see its public methods).
// One of its methods is CreateSubobject(), which has a comment showing a couple of options for // One of its methods is CreateSubobject(), which has a comment showing a couple of options for
// defining subobjects using the helper classes for each subobject (CD3DX12_DXIL_LIBRARY_SUBOBJECT // defining subobjects using the helper classes for each subobject (CD3DX12_DXIL_LIBRARY_SUBOBJECT
// etc.). The subobject helpers each have methods specific to the subobject for configuring it's // etc.). The subobject helpers each have methods specific to the subobject for configuring its
// contents. // contents.
// //
//================================================================================================ //================================================================================================
#include <list> #include <list>
#include <vector>
#include <string> #include <string>
#include <vector>
#include <memory> #include <memory>
#include <wrl/client.h> #include <wrl/client.h>
@ -3345,7 +3345,7 @@ public:
m_SubobjectArray.clear(); m_SubobjectArray.clear();
m_SubobjectArray.reserve(m_Desc.NumSubobjects); m_SubobjectArray.reserve(m_Desc.NumSubobjects);
// Flatten subobjects into an array (each flattened subobject still has a // Flatten subobjects into an array (each flattened subobject still has a
// member that's a pointer to it's desc that's not flattened) // member that's a pointer to its desc that's not flattened)
for (auto Iter = m_SubobjectList.begin(); for (auto Iter = m_SubobjectList.begin();
Iter != m_SubobjectList.end(); Iter++) Iter != m_SubobjectList.end(); Iter++)
{ {
@ -3394,7 +3394,7 @@ public:
// variables instead, passing the state object desc that should point to it into the helper // variables instead, passing the state object desc that should point to it into the helper
// constructor (or call mySubobjectHelper.AddToStateObject(Collection1)). // constructor (or call mySubobjectHelper.AddToStateObject(Collection1)).
// In this alternative scenario, the user must keep the subobject alive as long as the state // In this alternative scenario, the user must keep the subobject alive as long as the state
// object it is associated with is alive, else it's pointer references will be stale. // object it is associated with is alive, else its pointer references will be stale.
// e.g. // e.g.
// //
// CD3DX12_STATE_OBJECT_DESC RaytracingState2(D3D12_STATE_OBJECT_TYPE_RAYTRACING_PIPELINE); // CD3DX12_STATE_OBJECT_DESC RaytracingState2(D3D12_STATE_OBJECT_TYPE_RAYTRACING_PIPELINE);