diff options
author | Luca Barbieri <[email protected]> | 2010-03-28 16:41:54 +0200 |
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committer | Luca Barbieri <[email protected]> | 2010-03-28 16:41:54 +0200 |
commit | add226ea44d26db80fc8868ac422a2daf782003c (patch) | |
tree | 340daa9bfb40c02276b583b37cbed3bfbd161855 /src | |
parent | d142e8f9d33da797e67706f7246af2694eed6d38 (diff) |
gallium/docs: fix formatting mistakes in d3d11ddi.txt
Diffstat (limited to 'src')
-rw-r--r-- | src/gallium/docs/d3d11ddi.txt | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/src/gallium/docs/d3d11ddi.txt b/src/gallium/docs/d3d11ddi.txt index 8aba4fde118..0baf2682871 100644 --- a/src/gallium/docs/d3d11ddi.txt +++ b/src/gallium/docs/d3d11ddi.txt @@ -15,9 +15,9 @@ The user-visible DirectX 10/11 interfaces are distinct from the kernel DDI, but See http://msdn.microsoft.com/en-us/library/dd445501.aspx ("D3D11DDI_DEVICEFUNCS") for D3D documentation. -Also see download.microsoft.com/download/f/2/d/.../Direct3D10_web.pdf for an introduction to Direct3D 10 and the rationale for its design. +Also see http://download.microsoft.com/download/f/2/d/f2d5ee2c-b7ba-4cd0-9686-b6508b5479a1/direct3d10_web.pdf ("The Direct3D 10 System" by David Blythe) for an introduction to Direct3D 10 and the rationale for its design. -The Windows Driver Kit contains the actual headers, as well as shader bytecode documentation; +The Windows Driver Kit contains the actual headers, as well as shader bytecode documentation. To get the headers from Linux, run the following, in a dedicated directory: wget http://download.microsoft.com/download/4/A/2/4A25C7D5-EFBE-4182-B6A9-AE6850409A78/GRMWDK_EN_7600_1.ISO @@ -358,10 +358,10 @@ IaSetVertexBuffers -> set_vertex_buffers OpenResource -> texture_from_handle PsSetConstantBuffers -> for(i = StartBuffer; i < NumBuffers; ++i) set_constant_buffer(PIPE_SHADER_FRAGMENT, i, phBuffers[i]) - [*] may want to split into fragment/vertex-specific versions + * may want to split into fragment/vertex-specific versions PsSetSamplers -> bind_fragment_sampler_states - [*] may want to allow binding subsets instead of all at once + * may want to allow binding subsets instead of all at once PsSetShader -> bind_fs_state @@ -369,7 +369,7 @@ PsSetShaderWithIfaces (D3D11 only) - Gallium does not support shader interfaces PsSetShaderResources -> set_fragment_sampler_views - [*] may want to allow binding subsets instead of all at once + * may want to allow binding subsets instead of all at once QueryBegin -> begin_query @@ -478,10 +478,10 @@ SoSetTargets - Gallium does not support stream out VsSetConstantBuffers -> for(i = StartBuffer; i < NumBuffers; ++i) set_constant_buffer(PIPE_SHADER_VERTEX, i, phBuffers[i]) - [*] may want to split into fragment/vertex-specific versions + * may want to split into fragment/vertex-specific versions VsSetSamplers -> bind_vertex_sampler_states - [*] may want to allow binding subsets instead of all at once + * may want to allow binding subsets instead of all at once VsSetShader -> bind_vs_state @@ -489,4 +489,4 @@ VsSetShaderWithIfaces (D3D11 only) - Gallium does not support shader interfaces VsSetShaderResources -> set_fragment_sampler_views - [*] may want to allow binding subsets instead of all at once + * may want to allow binding subsets instead of all at once |