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Merge pull request #2093 from nschonni/typo-resouce
typo: resouce -> resource
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docs/debugger/graphics/0x-2x-4x-msaa-variants.md

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@@ -39,7 +39,7 @@ Overrides multi-sample anti-aliasing (MSAA) settings on all render targets and s
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- The device supports the requested sample count (0, 2, or 4) and sample quality (0) for the requested render target format (D3D11_TEXTURE2D_DESC::Format member), as determined by `ID3D11Device::CheckMultisampleQualityLevels`.
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If the D3D11_TEXTURE2D_DESC::BindFlags member has the D3D_BIND_SHADER_RESOUCE or D3D11_BIND_UNORDERED_ACCESS flags set, then two versions of the texture are created; the first has these flags cleared for use as the render target, and the other is a non-MSAA texture that has these flags left intact to act as a resolve buffer for the first version. This is necessary because using an MSAA texture as a shader resource or for unordered access is unlikely to be valid—for example, a shader acting on it would generate incorrect results because it would expect a non-MSAA texture. If the variant has created the secondary non-MSAA texture, then whenever the MSAA render target is unset from the device context, its contents are resolved into the non-MSAA texture. Likewise, whenever the MSAA render target should be bound as a shader resource, or is used in an unordered access view, the resolved non-MSAA texture is bound instead.
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If the D3D11_TEXTURE2D_DESC::BindFlags member has the D3D_BIND_SHADER_RESOURCE or D3D11_BIND_UNORDERED_ACCESS flags set, then two versions of the texture are created; the first has these flags cleared for use as the render target, and the other is a non-MSAA texture that has these flags left intact to act as a resolve buffer for the first version. This is necessary because using an MSAA texture as a shader resource or for unordered access is unlikely to be valid—for example, a shader acting on it would generate incorrect results because it would expect a non-MSAA texture. If the variant has created the secondary non-MSAA texture, then whenever the MSAA render target is unset from the device context, its contents are resolved into the non-MSAA texture. Likewise, whenever the MSAA render target should be bound as a shader resource, or is used in an unordered access view, the resolved non-MSAA texture is bound instead.
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These variants also override MSAA settings on all swap chains created by using `IDXGIFactory::CreateSwapChain`, `IDXGIFactory2::CreateSwapChainForHwnd`, `IDXGIFactory2::CreateSwapChainForCoreWindow`, `IDXGIFactory2::CreateSwapChainForComposition`, and `ID3D11CreateDeviceAndSwapChain`.
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docs/vs-2015/debugger/0x-2x-4x-msaa-variants.md

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@@ -45,7 +45,7 @@ Overrides multi-sample anti-aliasing (MSAA) settings on all render targets and s
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- The device supports the requested sample count (0, 2, or 4) and sample quality (0) for the requested render target format (D3D11_TEXTURE2D_DESC::Format member), as determined by `ID3D11Device::CheckMultisampleQualityLevels`.
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If the D3D11_TEXTURE2D_DESC::BindFlags member has the D3D_BIND_SHADER_RESOUCE or D3D11_BIND_UNORDERED_ACCESS flags set, then two versions of the texture are created; the first has these flags cleared for use as the render target, and the other is a non-MSAA texture that has these flags left intact to act as a resolve buffer for the first version. This is necessary because using an MSAA texture as a shader resource or for unordered access is unlikely to be valid—for example, a shader acting on it would generate incorrect results because it would expect a non-MSAA texture. If the variant has created the secondary non-MSAA texture, then whenever the MSAA render target is unset from the device context, its contents are resolved into the non-MSAA texture. Likewise, whenever the MSAA render target should be bound as a shader resource, or is used in an unordered access view, the resolved non-MSAA texture is bound instead.
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If the D3D11_TEXTURE2D_DESC::BindFlags member has the D3D_BIND_SHADER_RESOURCE or D3D11_BIND_UNORDERED_ACCESS flags set, then two versions of the texture are created; the first has these flags cleared for use as the render target, and the other is a non-MSAA texture that has these flags left intact to act as a resolve buffer for the first version. This is necessary because using an MSAA texture as a shader resource or for unordered access is unlikely to be valid—for example, a shader acting on it would generate incorrect results because it would expect a non-MSAA texture. If the variant has created the secondary non-MSAA texture, then whenever the MSAA render target is unset from the device context, its contents are resolved into the non-MSAA texture. Likewise, whenever the MSAA render target should be bound as a shader resource, or is used in an unordered access view, the resolved non-MSAA texture is bound instead.
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These variants also override MSAA settings on all swap chains created by using `IDXGIFactory::CreateSwapChain`, `IDXGIFactory2::CreateSwapChainForHwnd`, `IDXGIFactory2::CreateSwapChainForCoreWindow`, `IDXGIFactory2::CreateSwapChainForComposition`, and `ID3D11CreateDeviceAndSwapChain`.
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