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authorEgor Yusov <egor.yusov@gmail.com>2018-10-08 03:05:43 +0000
committerEgor Yusov <egor.yusov@gmail.com>2018-10-08 03:05:43 +0000
commit5afeee8a82d07a18c36f73750114885940802479 (patch)
tree2e1212e51b1cc0bee6b15d6d6544fba658b25990 /Graphics/GraphicsEngine
parentFew changes to D3D12 and Vulkan backends to make implementations more consistent (diff)
downloadDiligentCore-5afeee8a82d07a18c36f73750114885940802479.tar.gz
DiligentCore-5afeee8a82d07a18c36f73750114885940802479.zip
Couple of minor updates to D3D12 and Vulkan device context implementations
Diffstat (limited to 'Graphics/GraphicsEngine')
-rw-r--r--Graphics/GraphicsEngine/interface/DeviceContext.h5
1 files changed, 3 insertions, 2 deletions
diff --git a/Graphics/GraphicsEngine/interface/DeviceContext.h b/Graphics/GraphicsEngine/interface/DeviceContext.h
index 5469931d..785efa63 100644
--- a/Graphics/GraphicsEngine/interface/DeviceContext.h
+++ b/Graphics/GraphicsEngine/interface/DeviceContext.h
@@ -514,9 +514,10 @@ public:
/// per frame, though it can be called with different frequency. Note that unless the GPU is idled,
/// the resources may actually be released several frames after the one they were used in last time.
/// \note After the call all dynamic resources become invalid and must be written again before the next use.
- /// Also, all committed resources become invalid.
+ /// Also, all committed resources become invalid.\n
/// For deferred contexts, this method must be called after all command lists referencing dynamic resources
- /// have been executed through immediate context.
+ /// have been executed through immediate context.\n
+ /// The method does not Flush() the context.
virtual void FinishFrame() = 0;
};