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| author | Yuki Nishidate <30839669+yknishidate@users.noreply.github.com> | 2024-12-29 02:22:00 +0900 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2024-12-28 17:22:00 +0000 |
| commit | c4429bc33450be32ed82358c3974da58e5ec25ab (patch) | |
| tree | be20e7a4192d8a285e4f4136980686ac4a768179 /docs/user-guide/09-targets.md | |
| parent | 478be540a6f93ffcb552e496c41fe1c278ae054e (diff) | |
Fix tiny typos (#5944)
Diffstat (limited to 'docs/user-guide/09-targets.md')
| -rw-r--r-- | docs/user-guide/09-targets.md | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/docs/user-guide/09-targets.md b/docs/user-guide/09-targets.md index f2ae76718..711d3fa72 100644 --- a/docs/user-guide/09-targets.md +++ b/docs/user-guide/09-targets.md @@ -61,7 +61,7 @@ On platforms that provide a CPU-like "flat" memory model with a single virtual a Current graphics APIs provide far more complicated and less uniform mechanisms for passing shader parameters. A high-level language compiler like Slang handles the task of _binding_ each user-defined shader parameter to one or more of the parameter-passing resources defined by a target platform. -For example, the Slang compiler might bindg a global `Texture2D` parameter called `gDiffuse` to the `t1` register defined by the Direct3D 11 API. +For example, the Slang compiler might bind a global `Texture2D` parameter called `gDiffuse` to the `t1` register defined by the Direct3D 11 API. An application is responsible for passing the argument data for a parameter using the using the corresponding platform-specific resource it was bound to. For example, an application should set the texture they want to use for `gDiffuse` to the `t1` register using Direct3D 11 API calls. @@ -173,7 +173,7 @@ The D3D12 rasterization pipeline provides alternative geometry processing stages - The optional `amplification` stage precedes the mesh stage and is responsible for determining how many mesh shader invocations should be run. -Compared to the D3D11 pipeline without tesselllation (hull and domain shaders), a mesh shader is kind of like a combined/generalized vertex and geometry shader. +Compared to the D3D11 pipeline without tessellation (hull and domain shaders), a mesh shader is kind of like a combined/generalized vertex and geometry shader. Compared to the D3D11 pipeline with tessellation, an amplification shader is kind of like a combined/generalized vertex and hull shader, while a mesh shader is kind of like a combined/generalized domain and geometry shader. |
