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authorchloekek <50083900+chloekek@users.noreply.github.com>2024-01-24 19:23:52 +0100
committerGitHub <noreply@github.com>2024-01-24 10:23:52 -0800
commit1afa78afcf1c5db1ff065dc5b61b70fc421f8d75 (patch)
treec9b169e04f1a1c569f6df0ee5b6565b91c94bfbc /docs/user-guide
parent4e7e820c3dda716334ccbe9854379e46d8d332bb (diff)
Document that D3D11 fragment stage is optional (#3480)
It is not required to specify a pixel shader when rasterizing with D3D11. Omitting it is useful when writing to the depth buffer without writing to any render targets. Co-authored-by: Yong He <yonghe@outlook.com>
Diffstat (limited to 'docs/user-guide')
-rw-r--r--docs/user-guide/07-targets.md4
1 files changed, 2 insertions, 2 deletions
diff --git a/docs/user-guide/07-targets.md b/docs/user-guide/07-targets.md
index d8d71c9e7..68f18cc9e 100644
--- a/docs/user-guide/07-targets.md
+++ b/docs/user-guide/07-targets.md
@@ -114,7 +114,7 @@ The only supported way to generate DXBC is by compiling HLSL using the fxc compi
D3D11 exposes two pipelines: rasterization and compute.
-The D3D11 rasterization pipeline can include up to five programmable stages, although some of them are optional:
+The D3D11 rasterization pipeline can include up to five programmable stages, although most of them are optional:
* The `vertex` stage (VS) transforms vertex data loaded from memory
@@ -124,7 +124,7 @@ The D3D11 rasterization pipeline can include up to five programmable stages, alt
* The optional `geometry` stage (GS) receives as input a primitive and can produce zero or more new primitives as output
-* The `fragment` stage transforms fragments produced by the fixed-function rasterizer, determining the values for those fragments that will be merged with values in zero or more render targets. The fragment stage is sometimes called a "pixel" stage (PS), even when it does not process pixels.
+* The optional `fragment` stage transforms fragments produced by the fixed-function rasterizer, determining the values for those fragments that will be merged with values in zero or more render targets. The fragment stage is sometimes called a "pixel" stage (PS), even when it does not process pixels.
### Parameter Passing