Mesa (master): gallium/docs: fix formatting mistakes in d3d11ddi.txt

Luca Barbieri lb at kemper.freedesktop.org
Sun Mar 28 14:43:03 UTC 2010


Module: Mesa
Branch: master
Commit: add226ea44d26db80fc8868ac422a2daf782003c
URL:    http://cgit.freedesktop.org/mesa/mesa/commit/?id=add226ea44d26db80fc8868ac422a2daf782003c

Author: Luca Barbieri <luca at luca-barbieri.com>
Date:   Sun Mar 28 16:41:54 2010 +0200

gallium/docs: fix formatting mistakes in d3d11ddi.txt

---

 src/gallium/docs/d3d11ddi.txt |   16 ++++++++--------
 1 files changed, 8 insertions(+), 8 deletions(-)

diff --git a/src/gallium/docs/d3d11ddi.txt b/src/gallium/docs/d3d11ddi.txt
index 8aba4fd..0baf268 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




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