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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 /source/compiler-core/slang-json-rpc.cpp | |
| 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 'source/compiler-core/slang-json-rpc.cpp')
0 files changed, 0 insertions, 0 deletions
