gallium/docs: fix formatting mistakes in d3d11ddi.txt

This commit is contained in:
Luca Barbieri 2010-03-28 16:41:54 +02:00
parent d142e8f9d3
commit add226ea44
1 changed files with 8 additions and 8 deletions

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@ -15,9 +15,9 @@ The user-visible DirectX 10/11 interfaces are distinct from the kernel DDI, but
See http://msdn.microsoft.com/en-us/library/dd445501.aspx ("D3D11DDI_DEVICEFUNCS") for D3D documentation.
Also see download.microsoft.com/download/f/2/d/.../Direct3D10_web.pdf for an introduction to Direct3D 10 and the rationale for its design.
Also see http://download.microsoft.com/download/f/2/d/f2d5ee2c-b7ba-4cd0-9686-b6508b5479a1/direct3d10_web.pdf ("The Direct3D 10 System" by David Blythe) for an introduction to Direct3D 10 and the rationale for its design.
The Windows Driver Kit contains the actual headers, as well as shader bytecode documentation;
The Windows Driver Kit contains the actual headers, as well as shader bytecode documentation.
To get the headers from Linux, run the following, in a dedicated directory:
wget http://download.microsoft.com/download/4/A/2/4A25C7D5-EFBE-4182-B6A9-AE6850409A78/GRMWDK_EN_7600_1.ISO
@ -358,10 +358,10 @@ IaSetVertexBuffers -> set_vertex_buffers
OpenResource -> texture_from_handle
PsSetConstantBuffers -> for(i = StartBuffer; i < NumBuffers; ++i) set_constant_buffer(PIPE_SHADER_FRAGMENT, i, phBuffers[i])
[*] may want to split into fragment/vertex-specific versions
* may want to split into fragment/vertex-specific versions
PsSetSamplers -> bind_fragment_sampler_states
[*] may want to allow binding subsets instead of all at once
* may want to allow binding subsets instead of all at once
PsSetShader -> bind_fs_state
@ -369,7 +369,7 @@ PsSetShaderWithIfaces (D3D11 only)
- Gallium does not support shader interfaces
PsSetShaderResources -> set_fragment_sampler_views
[*] may want to allow binding subsets instead of all at once
* may want to allow binding subsets instead of all at once
QueryBegin -> begin_query
@ -478,10 +478,10 @@ SoSetTargets
- Gallium does not support stream out
VsSetConstantBuffers -> for(i = StartBuffer; i < NumBuffers; ++i) set_constant_buffer(PIPE_SHADER_VERTEX, i, phBuffers[i])
[*] may want to split into fragment/vertex-specific versions
* may want to split into fragment/vertex-specific versions
VsSetSamplers -> bind_vertex_sampler_states
[*] may want to allow binding subsets instead of all at once
* may want to allow binding subsets instead of all at once
VsSetShader -> bind_vs_state
@ -489,4 +489,4 @@ VsSetShaderWithIfaces (D3D11 only)
- Gallium does not support shader interfaces
VsSetShaderResources -> set_fragment_sampler_views
[*] may want to allow binding subsets instead of all at once
* may want to allow binding subsets instead of all at once