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gallium/docs: fix formatting mistakes in d3d11ddi.txt

tags/mesa-7.9-rc1
Luca Barbieri před 15 roky
rodič
revize
add226ea44
1 změnil soubory, kde provedl 8 přidání a 8 odebrání
  1. 8
    8
      src/gallium/docs/d3d11ddi.txt

+ 8
- 8
src/gallium/docs/d3d11ddi.txt Zobrazit soubor

@@ -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

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