Fix some capitalization issues in QVulkan docs
...and remove see-alsoing wrappers that do not get a doc page. Change-Id: Ia26aeef3c142b15a47e650dfc7f64ad7339cc80d Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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@ -431,7 +431,7 @@ QVulkanInstance::~QVulkanInstance()
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/*!
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\fn bool QVulkanLayer::operator==(const QVulkanLayer &other) const
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Returns true if this vulkan layer and the \a other vulkan layer have
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Returns true if this Vulkan layer and the \a other Vulkan layer have
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the same name, version, and spec version.
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*/
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@ -454,8 +454,8 @@ QVulkanInstance::~QVulkanInstance()
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/*!
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\fn bool QVulkanExtension::operator==(const QVulkanExtension &other) const
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Returns true if the name and version of this vulkan extension are the same
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as the name and version of the \a other vulkan extension.
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Returns true if the name and version of this Vulkan extension are the same
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as the name and version of the \a other Vulkan extension.
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*/
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/*!
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@ -167,7 +167,7 @@ Q_LOGGING_CATEGORY(lcVk, "qt.vulkan")
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manage additional resources directly via the Vulkan API.
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\li The renderer lives in the gui/main thread, like the window itself. This
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thread is then throttled to the presentation rate, similarly to how OpenGl
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thread is then throttled to the presentation rate, similarly to how OpenGL
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with a swap interval of 1 would behave. However, the renderer implementation
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is free to utilize multiple threads in any way it sees fit. The accessors
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like vulkanInstance(), currentCommandBuffer(), etc. can be called from any
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@ -248,7 +248,7 @@ Q_LOGGING_CATEGORY(lcVk, "qt.vulkan")
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\note QVulkanWindow does not expose device layers since this functionality
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has been deprecated since version 1.0.13 of the Vulkan API.
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\sa QVulkanInstance, QVulkanFunctions, QWindow
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\sa QVulkanInstance, QWindow
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*/
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/*!
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@ -2690,7 +2690,7 @@ QImage QVulkanWindow::grab()
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/*!
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Returns a pointer to a QMatrix4x4 that can be used to correct for coordinate
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system differences between OpenGl and Vulkan.
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system differences between OpenGL and Vulkan.
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By pre-multiplying the projection matrix with this matrix, applications can
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continue to assume OpenGL-style Y coordinates in clip space (i.e. Y pointing
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