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| author | aidanfnv <aidanf@nvidia.com> | 2025-07-27 09:58:31 -0700 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2025-07-27 16:58:31 +0000 |
| commit | 6d399804a353154259cf4410940f144db8f9b5cf (patch) | |
| tree | b4049a34c4e1af6aa2e7dbf2cb59bc4ae28d9b85 /docs/user-guide/09-reflection.md | |
| parent | d311efd9d6ddc620f5960c6fc10f25daa628df6c (diff) | |
Fix broken links in User Guide (#7938)
* Fix broken links in User Guide
* Fix link text with filename, use title
Diffstat (limited to 'docs/user-guide/09-reflection.md')
| -rw-r--r-- | docs/user-guide/09-reflection.md | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/docs/user-guide/09-reflection.md b/docs/user-guide/09-reflection.md index ad2047a82..1fc48b3d2 100644 --- a/docs/user-guide/09-reflection.md +++ b/docs/user-guide/09-reflection.md @@ -21,14 +21,14 @@ Compiling a Program ------------------- The first step in reflecting a shader program is, unsurprisingly, to compile it. -Currently reflection information cannot be queried from code compiled via the command-line `slangc` tool, so applications that want to perform reflection on Slang shader code should use the [compilation API](08-compiling#using-the-compilation-api) to compile a program, and then use `getLayout()` to extract reflection information: +Currently reflection information cannot be queried from code compiled via the command-line `slangc` tool, so applications that want to perform reflection on Slang shader code should use the [compilation API](08-compiling.md#using-the-compilation-api) to compile a program, and then use `getLayout()` to extract reflection information: ```c++ slang::IComponentType* program = ...; slang::ProgramLayout* programLayout = program->getLayout(targetIndex); ``` -For more information, see the [relevant section](08-compiling#layout-and-reflection) of the chapter on compilation. +For more information, see the [relevant section](08-compiling.md#layout-and-reflection) of the chapter on compilation. Types and Variables ------------------- |
