diff options
| author | Gangzheng Tong <gtong@nvidia.com> | 2025-04-11 15:34:07 -0700 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2025-04-11 22:34:07 +0000 |
| commit | 8e6af6259bd1dd47d81c36f0562ff362ca5d42c3 (patch) | |
| tree | 86e7a9671dae748922ca18eec544a318cd708443 /docs/language-guide.md | |
| parent | 61a6c211b1587a7b9ed6a24ae1ba6fe0600c80d8 (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
Diffstat (limited to 'docs/language-guide.md')
| -rw-r--r-- | docs/language-guide.md | 8 |
1 files changed, 4 insertions, 4 deletions
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) |
