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-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