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Merge pull request #117 from jeremyong/patch-1
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Fix ID3D12DescriptorHeap start handle method typos
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vdwtanner authored Feb 16, 2023
2 parents a322b72 + 002d08b commit 4b38471
Showing 1 changed file with 5 additions and 5 deletions.
10 changes: 5 additions & 5 deletions d3d/ResourceBinding.md
Original file line number Diff line number Diff line change
Expand Up @@ -1297,8 +1297,8 @@ interface ID3D12DescriptorHeap : ID3D12Pageable
{
D3D12_DESCRIPTOR_HEAP_DESC GetDesc(
_Out_ D3D12_DESCRIPTOR_HEAP_DESC* pDesc );
D3D12_CPU_DESCRIPTOR_HANDLE GetCPUHandleForHeapStart();
D3D12_GPU_DESCRIPTOR_HANDLE GetGPUHandleForHeapStart();
D3D12_CPU_DESCRIPTOR_HANDLE GetCPUDescriptorHandleForHeapStart();
D3D12_GPU_DESCRIPTOR_HANDLE GetGPUDescriptorHandleForHeapStart();
};

interface ID3D12Device
Expand All @@ -1316,17 +1316,17 @@ interface ID3D12Device
GetDescriptorHandleIncrementSize() above allows applications to manually
offset handles into a heap (producing handles into anywhere in a
descriptor heap). The heap start location's handle comes from
GetCPUHandleForHeapStart()/GetGPUHandleForHeapStart(). Offsetting is
GetCPUDescriptorHandleForHeapStart()/GetGPUDescriptorHandleForHeapStart(). Offsetting is
done by adding to the descriptor heap start the increment size * number
of descriptors to offset. Note the increment size cannot be thought of
as a byte size since applications must not dereference handles as if
they are memory -- the memory pointed to has a nonstandardized layout
and can vary even for a given device.

GetCPUHandleForHeapStart() returns a CPU handle for CPU manipulation of
GetCPUDescriptorHandleForHeapStart() returns a CPU handle for CPU manipulation of
a descriptor heap.

GetGPUHandleForHeapStart() returns a GPU handle for shader visible
GetGPUDescriptorHandleForHeapStart() returns a GPU handle for shader visible
descriptor heaps. It returns a NULL handle (and the debug layer will
report an error) if the descriptor heap is not shader visible.

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