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authorGangzheng Tong <gtong@nvidia.com>2025-04-11 15:34:07 -0700
committerGitHub <noreply@github.com>2025-04-11 22:34:07 +0000
commit8e6af6259bd1dd47d81c36f0562ff362ca5d42c3 (patch)
tree86e7a9671dae748922ca18eec544a318cd708443 /docs/language-guide.md
parent61a6c211b1587a7b9ed6a24ae1ba6fe0600c80d8 (diff)
Fix user-guide typos (#6789)
* Fix user-guide typos Use LLM to scan each of the markdown files to fix typos. Try not to change anything but the typos in this CL. * typo not caught by LLM * add output of ./build_toc.ps1
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diff --git a/docs/language-guide.md b/docs/language-guide.md
index d445051d6..e2cab90f5 100644
--- a/docs/language-guide.md
+++ b/docs/language-guide.md
@@ -1,7 +1,7 @@
Slang Language Guide
====================
-This document will try to describe the main characteristis of the Slang language that might make it different from other shading languages you have used.
+This document will try to describe the main characteristics of the Slang language that might make it different from other shading languages you have used.
The Basics
----------
@@ -47,7 +47,7 @@ float4 someOtherFunc(float4 y) { return someFunc(y); }
```
The simplest way to think of it is that the `import foo` declaration instructs the compiler to look for `foo.slang` (in the same search paths it uses for `#include` files), and give an error if it isn't found.
-If `foo.slang` is found, then the compiler will go ahead and parse and type-check that file, and make any declarations there visible to the original file (`bar.glsl` in this example).
+If `foo.slang` is found, then the compiler will go ahead and parse and type-check that file, and make any declarations there visible to the original file (`bar.slang` in this example).
When it comes time to generate output code, Slang will output any declarations from `import`ed files that were actually used (it skips those that are never referenced), and it will cross-compile them as needed for the chosen target.
@@ -128,7 +128,7 @@ struct PointLight : ILight
### Generics
-Slang supports *generic* declarations, using the commong angle-brack (`<>`) syntax from languages like C#, Java, etc.
+Slang supports *generic* declarations, using the common angle-bracket (`<>`) syntax from languages like C#, Java, etc.
For example, here is a generic function that works with any type of light:
```hlsl
@@ -253,7 +253,7 @@ Some features of the current HLSL language are not supported, but probably will
Some things from HLSL are *not* planned to be supported, unless there is significant outcry from users:
-* Pre-D3D10/11 syntax and operations
+* Pre-D3D10 and D3D11 syntax and operations
* The "effect" system, and the related `<>` annotation syntax
* Explicit `register` bindings on textures/samplers nested in `cbuffer`s
* Any further work towards making HLSL a subset of C++ (simply because implementing a full C++ compiler is way out of scope for the Slang project)