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authorYuki Nishidate <30839669+yknishidate@users.noreply.github.com>2024-12-29 02:22:00 +0900
committerGitHub <noreply@github.com>2024-12-28 17:22:00 +0000
commitc4429bc33450be32ed82358c3974da58e5ec25ab (patch)
treebe20e7a4192d8a285e4f4136980686ac4a768179 /docs/user-guide/09-targets.md
parent478be540a6f93ffcb552e496c41fe1c278ae054e (diff)
Fix tiny typos (#5944)
Diffstat (limited to 'docs/user-guide/09-targets.md')
-rw-r--r--docs/user-guide/09-targets.md4
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.