[llvm-branch-commits] [llvm] [docs] Finish MyST migration for selected LLVM docs (PR #214618)

Justin Bogner via llvm-branch-commits llvm-branch-commits at lists.llvm.org
Fri Aug 7 16:53:15 PDT 2026


================
@@ -1,96 +1,90 @@
-=================================
-User Guide for the DirectX Target
-=================================
+# User Guide for the DirectX Target
 
-.. warning::
-   Disclaimer: The DirectX backend is experimental and under active development.
-   It is not yet feature complete or ready to be used outside of experimental or
-   demonstration contexts.
+:::{warning}
+Disclaimer: The DirectX backend is experimental and under active development.
+It is not yet feature complete or ready to be used outside of experimental or
+demonstration contexts.
+:::
 
+```{toctree}
+:hidden:
 
-.. toctree::
-   :hidden:
+DirectX/DXContainer
+DirectX/DXILArchitecture
+DirectX/DXILOpTableGenDesign
+DirectX/DXILResources
+DirectX/RootSignatures
+DirectX/SemanticSignatures
+```
 
-   DirectX/DXContainer
-   DirectX/DXILArchitecture
-   DirectX/DXILOpTableGenDesign
-   DirectX/DXILResources
-   DirectX/RootSignatures
-   DirectX/SemanticSignatures
-
-Introduction
-============
+## Introduction
 
 The DirectX target implements the DirectX programmability interfaces. These
-interfaces are documented in the `DirectX Specifications. <https://github.com/Microsoft/DirectX-Specs>`_
+interfaces are documented in the [DirectX Specifications.](https://github.com/Microsoft/DirectX-Specs)
 
 Initially the backend is aimed at supporting DirectX 12, and support for DirectX
 11 is planned at a later date.
 
 The DirectX backend is currently experimental and is not shipped with any
 release builds of LLVM tools. To build the DirectX backend locally, add
-``DirectX`` to the ``LLVM_EXPERIMENTAL_TARGETS_TO_BUILD`` CMake option. For more
-information on building LLVM see the :doc:`CMake` documentation.
+`DirectX` to the `LLVM_EXPERIMENTAL_TARGETS_TO_BUILD` CMake option. For more
+information on building LLVM see the {doc}`CMake` documentation.
 
-.. _dx-target-triples:
+(dx-target-triples)=
 
-Target Triples
-==============
+## Target Triples
 
-At present, the DirectX target only supports the ``dxil`` architecture, which
+At present, the DirectX target only supports the `dxil` architecture, which
 generates code for the
-`DirectX Intermediate Language. <https://github.com/microsoft/DirectXShaderCompiler/blob/main/docs/DXIL.rst>`_
+[DirectX Intermediate Language.](https://github.com/microsoft/DirectXShaderCompiler/blob/main/docs/DXIL.rst)
 
 In addition to target architecture, the DirectX backend also needs to know the
 target runtime version and pipeline stage. These are expressed using the OS and
 Environment triple component.
 
-Presently, the DirectX backend requires targeting the ``shadermodel`` OS, and
+Presently, the DirectX backend requires targeting the `shadermodel` OS, and
 supports versions 6.0+ (as of writing, the latest announced version is 6.7).
 
-.. table:: DirectX Environments
-
-     ================== ========================================================
-     Environment         Description
-     ================== ========================================================
-     ``pixel``           Pixel shader
-     ``vertex``          Vertex shader
-     ``geometry``        Geometry shader
-     ``hull``            Hull shader (tesselation)
-     ``domain``          Domain shader (tesselation)
-     ``compute``         Compute kernel
-     ``library``         Linkable ``dxil`` library
-     ``raygeneration``   Ray generation (ray tracing)
-     ``intersection``    Ray intersection (ray tracing)
-     ``anyhit``          Ray any collision (ray tracing)
-     ``closesthit``      Ray closest collision (ray tracing)
-     ``miss``            Ray miss (ray tracing)
-     ``callable``        Callable shader (ray tracing)
-     ``mesh``            Mesh shader
-     ``amplification``   Amplification shader
-     ================== ========================================================
-
-Output Binaries
-===============
+:::{table} DirectX Environments
+| Environment | Description |
+| --- | --- |
+| `pixel` | Pixel shader |
+| `vertex` | Vertex shader |
+| `geometry` | Geometry shader |
+| `hull` | Hull shader (tesselation) |
+| `domain` | Domain shader (tesselation) |
+| `compute` | Compute kernel |
+| `library` | Linkable `dxil` library |
+| `raygeneration` | Ray generation (ray tracing) |
+| `intersection` | Ray intersection (ray tracing) |
+| `anyhit` | Ray any collision (ray tracing) |
+| `closesthit` | Ray closest collision (ray tracing) |
+| `miss` | Ray miss (ray tracing) |
+| `callable` | Callable shader (ray tracing) |
+| `mesh` | Mesh shader |
+| `amplification` | Amplification shader |
----------------
bogner wrote:

It'd be nicer if this table was formatted readably in the markdown, but I guess maybe the tool doesn't do that.

```suggestion
| Environment     | Description                         |
|-----------------|-------------------------------------|
| `pixel`         | Pixel shader                        |
| `vertex`        | Vertex shader                       |
| `geometry`      | Geometry shader                     |
| `hull`          | Hull shader (tesselation)           |
| `domain`        | Domain shader (tesselation)         |
| `compute`       | Compute kernel                      |
| `library`       | Linkable `dxil` library             |
| `raygeneration` | Ray generation (ray tracing)        |
| `intersection`  | Ray intersection (ray tracing)      |
| `anyhit`        | Ray any collision (ray tracing)     |
| `closesthit`    | Ray closest collision (ray tracing) |
| `miss`          | Ray miss (ray tracing)              |
| `callable`      | Callable shader (ray tracing)       |
| `mesh`          | Mesh shader                         |
| `amplification` | Amplification shader                |
```

https://github.com/llvm/llvm-project/pull/214618


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