[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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