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| author | chloekek <50083900+chloekek@users.noreply.github.com> | 2024-01-24 19:23:52 +0100 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2024-01-24 10:23:52 -0800 |
| commit | 1afa78afcf1c5db1ff065dc5b61b70fc421f8d75 (patch) | |
| tree | c9b169e04f1a1c569f6df0ee5b6565b91c94bfbc /docs/user-guide | |
| parent | 4e7e820c3dda716334ccbe9854379e46d8d332bb (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.md | 4 |
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 |
