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D3DX12.h comment fixes
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@ -3312,16 +3312,16 @@ inline bool operator==( const D3D12_RENDER_PASS_DEPTH_STENCIL_DESC &a, const D3D
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// Helper classes for creating new style state objects out of an arbitrary set of subobjects.
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// Helper classes for creating new style state objects out of an arbitrary set of subobjects.
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// Uses STL
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// Uses STL
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//
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//
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// Start by instantiating CD3DX12_STATE_OBJECT_DESC (see it's public methods).
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// Start by instantiating CD3DX12_STATE_OBJECT_DESC (see its public methods).
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// One of its methods is CreateSubobject(), which has a comment showing a couple of options for
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// One of its methods is CreateSubobject(), which has a comment showing a couple of options for
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// defining subobjects using the helper classes for each subobject (CD3DX12_DXIL_LIBRARY_SUBOBJECT
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// defining subobjects using the helper classes for each subobject (CD3DX12_DXIL_LIBRARY_SUBOBJECT
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// etc.). The subobject helpers each have methods specific to the subobject for configuring it's
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// etc.). The subobject helpers each have methods specific to the subobject for configuring its
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// contents.
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// contents.
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//
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//
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//================================================================================================
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//================================================================================================
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#include <list>
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#include <list>
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#include <vector>
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#include <string>
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#include <string>
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#include <vector>
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#include <memory>
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#include <memory>
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#include <wrl/client.h>
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#include <wrl/client.h>
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@ -3345,7 +3345,7 @@ public:
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m_SubobjectArray.clear();
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m_SubobjectArray.clear();
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m_SubobjectArray.reserve(m_Desc.NumSubobjects);
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m_SubobjectArray.reserve(m_Desc.NumSubobjects);
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// Flatten subobjects into an array (each flattened subobject still has a
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// Flatten subobjects into an array (each flattened subobject still has a
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// member that's a pointer to it's desc that's not flattened)
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// member that's a pointer to its desc that's not flattened)
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for (auto Iter = m_SubobjectList.begin();
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for (auto Iter = m_SubobjectList.begin();
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Iter != m_SubobjectList.end(); Iter++)
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Iter != m_SubobjectList.end(); Iter++)
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{
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{
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@ -3394,7 +3394,7 @@ public:
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// variables instead, passing the state object desc that should point to it into the helper
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// variables instead, passing the state object desc that should point to it into the helper
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// constructor (or call mySubobjectHelper.AddToStateObject(Collection1)).
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// constructor (or call mySubobjectHelper.AddToStateObject(Collection1)).
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// In this alternative scenario, the user must keep the subobject alive as long as the state
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// In this alternative scenario, the user must keep the subobject alive as long as the state
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// object it is associated with is alive, else it's pointer references will be stale.
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// object it is associated with is alive, else its pointer references will be stale.
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// e.g.
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// e.g.
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//
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//
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// CD3DX12_STATE_OBJECT_DESC RaytracingState2(D3D12_STATE_OBJECT_TYPE_RAYTRACING_PIPELINE);
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// CD3DX12_STATE_OBJECT_DESC RaytracingState2(D3D12_STATE_OBJECT_TYPE_RAYTRACING_PIPELINE);
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