From 1afa78afcf1c5db1ff065dc5b61b70fc421f8d75 Mon Sep 17 00:00:00 2001 From: chloekek <50083900+chloekek@users.noreply.github.com> Date: Wed, 24 Jan 2024 19:23:52 +0100 Subject: 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 --- docs/user-guide/07-targets.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'docs') 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 -- cgit v1.2.3