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| author | Bruce Mitchener <bruce.mitchener@gmail.com> | 2024-11-29 14:02:19 +0700 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2024-11-29 15:02:19 +0800 |
| commit | c3557978cf0184aaf75c27c309bc87e84fd6ab79 (patch) | |
| tree | e7372839055ca3a7f2ad7b3aa7c895e428778533 /docs/user-guide/09-targets.md | |
| parent | 71f97268789164bd77614636536172ba657c6a57 (diff) | |
docs: Reduce typo count (#5671)
Co-authored-by: Ellie Hermaszewska <ellieh@nvidia.com>
Diffstat (limited to 'docs/user-guide/09-targets.md')
| -rw-r--r-- | docs/user-guide/09-targets.md | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/docs/user-guide/09-targets.md b/docs/user-guide/09-targets.md index f3f146625..4f25aa600 100644 --- a/docs/user-guide/09-targets.md +++ b/docs/user-guide/09-targets.md @@ -129,9 +129,9 @@ The D3D11 rasterization pipeline can include up to five programmable stages, alt Shader parameters are passed to each D3D11 stage via slots. Each stage has its own slots of the following types: -- **Constant buffers** are used for passing relatively small (4KB or less) amounts of data that will be read by GPU code. Constant bufers are passed via `b` registers. +- **Constant buffers** are used for passing relatively small (4KB or less) amounts of data that will be read by GPU code. Constant buffers are passed via `b` registers. -- **Shader resource views** (SRVs) include most textures, buffers, and other opaque resource types thare are read or sampled by GPU code. SRVs use `t` registers. +- **Shader resource views** (SRVs) include most textures, buffers, and other opaque resource types there are read or sampled by GPU code. SRVs use `t` registers. - **Unordered access views** (UAVs) include textures, buffers, and other opaque resource types used for write or read-write operations in GPU code. UAVs use `u` registers. @@ -221,7 +221,7 @@ A D3D12 pipeline layout can specify that certain root parameters or certain slot The D3D12 ray tracing pipeline adds a new mechanism for passing shader parameters. In addition to allowing shader parameters to be passed to the entire pipeline via root parameters, each shader table entry provides storage space for passing argument data specific to that entry. -Similar to the use of a pipline layout (root signature) to configure the use of root parameters, each kernel used within shader entries must be configured with a "local root signature" that defines how the storage space in the shader table entry is to be used. +Similar to the use of a pipeline layout (root signature) to configure the use of root parameters, each kernel used within shader entries must be configured with a "local root signature" that defines how the storage space in the shader table entry is to be used. Shader parameters are still bound to registers and spaces as for non-ray-tracing code, and the local root signature simply allows those same registers/spaces to be associated with locations in a shader table entry. One important detail is that some shader table entries are associated with a kernel for a single stage (e.g., a single miss shader), while other shader table entries are associated with a "hit group" consisting of up to one each of an intersection, any-hit, and closest-hit kernel. |
