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Updated documentation for Vulkan backend interfaces
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6 files changed

+22
-13
lines changed

6 files changed

+22
-13
lines changed

Graphics/GraphicsEngineVulkan/interface/BufferVk.h

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@@ -1,5 +1,5 @@
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/*
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* Copyright 2019-2023 Diligent Graphics LLC
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* Copyright 2019-2025 Diligent Graphics LLC
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* Copyright 2015-2019 Egor Yusov
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
@@ -59,6 +59,8 @@ DILIGENT_BEGIN_INTERFACE(IBufferVk, IBuffer)
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VIRTUAL void METHOD(SetAccessFlags)(THIS_
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VkAccessFlags AccessFlags) PURE;
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/// Returns Vulkan access flags corresponding to the buffer state.
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/// If the buffer state is known to the engine (i.e. not Diligent::RESOURCE_STATE_UNKNOWN),
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/// returns Vulkan access flags corresponding to the state. If the state is unknown, returns 0.
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VIRTUAL VkAccessFlags METHOD(GetAccessFlags)(THIS) CONST PURE;

Graphics/GraphicsEngineVulkan/interface/DeviceContextVk.h

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/*
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* Copyright 2019-2023 Diligent Graphics LLC
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* Copyright 2019-2025 Diligent Graphics LLC
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* Copyright 2015-2019 Egor Yusov
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
@@ -73,16 +73,16 @@ DILIGENT_BEGIN_INTERFACE(IDeviceContextVk, IDeviceContext)
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/// \return - handle to the current command buffer
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///
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/// \remarks Any command on the device context may potentially submit the command buffer for
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/// execution into the command queue and make it invalid. An application should
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/// never cache the handle and should instead request the command buffer every time it
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/// needs it.
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/// Any command on the device context may potentially submit the command buffer for
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/// execution into the command queue and make it invalid. An application should
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/// never cache the handle and should instead request the command buffer every time it
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/// needs it.
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///
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/// Diligent Engine internally keeps track of all resource state changes (vertex and index
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/// buffers, pipeline states, render targets, etc.). If an application changes any of these
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/// states in the command buffer, it must invalidate the engine's internal state tracking by
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/// calling IDeviceContext::InvalidateState() and then manually restore all required states via
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/// appropriate Diligent API calls.
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/// Diligent Engine internally keeps track of all resource state changes (vertex and index
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/// buffers, pipeline states, render targets, etc.). If an application changes any of these
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/// states in the command buffer, it must invalidate the engine's internal state tracking by
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/// calling IDeviceContext::InvalidateState() and then manually restore all required states via
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/// appropriate Diligent API calls.
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VIRTUAL VkCommandBuffer METHOD(GetVkCommandBuffer)(THIS) PURE;
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};
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DILIGENT_END_INTERFACE

Graphics/GraphicsEngineVulkan/interface/DeviceMemoryVk.h

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/*
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* Copyright 2019-2023 Diligent Graphics LLC
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* Copyright 2019-2025 Diligent Graphics LLC
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
@@ -57,6 +57,7 @@ struct DeviceMemoryRangeVk
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VkDeviceSize Offset DEFAULT_INITIALIZER(0);
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/// Memory range size in bytes.
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/// When IDeviceMemoryVk::GetRange() succeeds, the size is equal to the Size argument
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/// that was given to the function, and zero otherwise.
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VkDeviceSize Size DEFAULT_INITIALIZER(0);

Graphics/GraphicsEngineVulkan/interface/RenderDeviceVk.h

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@@ -75,6 +75,7 @@ DILIGENT_BEGIN_INTERFACE(IRenderDeviceVk, IRenderDevice)
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/// texture interface will be stored.
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/// The function calls AddRef(), so that the new object will contain
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/// one reference.
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///
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/// \note Created texture object does not take ownership of the Vulkan image and will not
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/// destroy it once released. The application must not destroy the image while it is
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/// in use by the engine.
@@ -95,6 +96,7 @@ DILIGENT_BEGIN_INTERFACE(IRenderDeviceVk, IRenderDevice)
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/// buffer interface will be stored.
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/// The function calls AddRef(), so that the new object will contain
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/// one reference.
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///
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/// \note Created buffer object does not take ownership of the Vulkan buffer and will not
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/// destroy it once released. The application must not destroy Vulkan buffer while it is
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/// in use by the engine.
@@ -114,6 +116,7 @@ DILIGENT_BEGIN_INTERFACE(IRenderDeviceVk, IRenderDevice)
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/// bottom-level AS interface will be stored.
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/// The function calls AddRef(), so that the new object will contain
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/// one reference.
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///
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/// \note Created bottom-level AS object does not take ownership of the Vulkan acceleration structure and will not
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/// destroy it once released. The application must not destroy Vulkan acceleration structure while it is
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/// in use by the engine.
@@ -133,6 +136,7 @@ DILIGENT_BEGIN_INTERFACE(IRenderDeviceVk, IRenderDevice)
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/// top-level AS interface will be stored.
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/// The function calls AddRef(), so that the new object will contain
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/// one reference.
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///
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/// \note Created top-level AS object does not take ownership of the Vulkan acceleration structure and will not
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/// destroy it once released. The application must not destroy Vulkan acceleration structure while it is
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/// in use by the engine.
@@ -150,6 +154,7 @@ DILIGENT_BEGIN_INTERFACE(IRenderDeviceVk, IRenderDevice)
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/// fence interface will be stored.
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/// The function calls AddRef(), so that the new object will contain
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/// one reference.
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///
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/// \note Created fence object does not take ownership of the Vulkan semaphore and will not
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/// destroy it once released. The application must not destroy Vulkan semaphore while it is
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/// in use by the engine.

Graphics/GraphicsEngineVulkan/interface/ShaderBindingTableVk.h

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@@ -61,7 +61,7 @@ typedef struct BindingTableVk BindingTableVk;
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DILIGENT_BEGIN_INTERFACE(IShaderBindingTableVk, IShaderBindingTable)
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{
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/// Returns the data that can be used with vkCmdTraceRaysKHR() call.
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///
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/// \remarks The method is not thread-safe. An application must externally synchronize the access
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/// to the shader binding table.
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VIRTUAL const BindingTableVk REF METHOD(GetVkBindingTable)(THIS) CONST PURE;

Graphics/GraphicsEngineVulkan/interface/TextureVk.h

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@@ -58,6 +58,7 @@ DILIGENT_BEGIN_INTERFACE(ITextureVk, ITexture)
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/// Sets Vulkan image layout
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/// \param [in] Layout - Vulkan image layout to set.
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///
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/// \note This function does not perform layout transition, but sets the
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/// internal texture state to match the given Vulkan layout.
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VIRTUAL void METHOD(SetLayout)(THIS_

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