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Fix misspelling with correct replacement
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uwp/gaming/understand-direct3d-11-1-concepts.md

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@@ -97,7 +97,7 @@ Hardware has continue to evolve since Direct3D 9, and several new optional stage
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All shaders are written in HLSL using a shader profile that corresponds to a Direct3D feature level. Shader profiles are upwards compatible, so an HLSL shader that compiles using vs\_4\_0\_level\_9\_1 or ps\_4\_0\_level\_9\_1 will work across all devices. Shader profiles are not downlevel compatible, so a shader compiled using vs\_4\_1 will only work on feature level 10\_1, 11\_0, or 11\_1 devices.
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Direct3D 9 managed constants for shaders using a shared array with SetVertexShaderConstant and SetPixelShaderConstant. Direct3D 11 uses constant buffers, which are resources like a vertex buffer or index buffer. Constant buffers are designed to be updated efficiently. Instead of having all the shader contents organized into a single global array you organize your constants into logical groupings and manage them through one or more constant buffers. When you port your Direct3D 9 game to Direct3D 11, plan to organize your constant buffers so that you can update them appropriately. For example, group shader constants that aren't updated every frame into a separate constant buffer, so that you don't have to constantly upload that data to the graphics adapter along with your more dynamic shader constants.
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Direct3D 9 managed constants for shaders using a shared array with SetVertexShaderConstant and SetPixelShaderConstant. Direct3D 11 uses constant buffers, which are resources like a vertex buffer or index buffer. Constant buffers are designed to be updated efficiently. Instead of having all the shader constants organized into a single global array you organize your constants into logical groupings and manage them through one or more constant buffers. When you port your Direct3D 9 game to Direct3D 11, plan to organize your constant buffers so that you can update them appropriately. For example, group shader constants that aren't updated every frame into a separate constant buffer, so that you don't have to constantly upload that data to the graphics adapter along with your more dynamic shader constants.
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> **Note**   Most Direct3D 9 applications made extensive use of shaders, but occasionally mixed in use of the legacy fixed-function behavior. Note that Direct3D 11 only uses a programmable shading model. The legacy fixed-function features of Direct3D 9 are deprecated.
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