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authoraidanfnv <aidanf@nvidia.com>2025-07-27 09:58:31 -0700
committerGitHub <noreply@github.com>2025-07-27 16:58:31 +0000
commit6d399804a353154259cf4410940f144db8f9b5cf (patch)
treeb4049a34c4e1af6aa2e7dbf2cb59bc4ae28d9b85 /docs/user-guide/10-link-time-specialization.md
parentd311efd9d6ddc620f5960c6fc10f25daa628df6c (diff)
Fix broken links in User Guide (#7938)
* Fix broken links in User Guide * Fix link text with filename, use title
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@@ -22,7 +22,7 @@ While functioning systems can be built around preprocessor macros, overusing the
Slang approaches the problem of shader specialization by supporting generics as a first class feature that allow most specializable code to be
written in strongly typed code, and by allowing specialization to be triggered through link-time constants or types.
-As discussed in the [Compiling code with Slang](compiling) chapter, Slang provides a three-step compilation model: precompiling, linking and target code generation.
+As discussed in the [Compiling code with Slang](08-compiling.md) chapter, Slang provides a three-step compilation model: precompiling, linking and target code generation.
Assuming the user shader is implemented as three Slang modules: `a.slang`, `b.slang`, and `c.slang`, the user can precompile all three modules to binary IR and store
them as `a.slang-module`, `b.slang-module`, and `c.slang-module` in a complete offline process that is independent to any specialization arguments.
Next, these three IR modules are linked together to form a self-contained program that will then go through a set of compiler optimizations for target code generation.