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authorLuca Barbieri <luca@luca-barbieri.com>2010-03-28 16:41:54 +0200
committerLuca Barbieri <luca@luca-barbieri.com>2010-03-28 16:41:54 +0200
commitadd226ea44d26db80fc8868ac422a2daf782003c (patch)
tree340daa9bfb40c02276b583b37cbed3bfbd161855
parentd142e8f9d33da797e67706f7246af2694eed6d38 (diff)
gallium/docs: fix formatting mistakes in d3d11ddi.txt
-rw-r--r--src/gallium/docs/d3d11ddi.txt16
1 files changed, 8 insertions, 8 deletions
diff --git a/src/gallium/docs/d3d11ddi.txt b/src/gallium/docs/d3d11ddi.txt
index 8aba4fde11..0baf268287 100644
--- a/src/gallium/docs/d3d11ddi.txt
+++ b/src/gallium/docs/d3d11ddi.txt
@@ -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