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authorBruce Mitchener <bruce.mitchener@gmail.com>2024-11-29 14:02:19 +0700
committerGitHub <noreply@github.com>2024-11-29 15:02:19 +0800
commitc3557978cf0184aaf75c27c309bc87e84fd6ab79 (patch)
treee7372839055ca3a7f2ad7b3aa7c895e428778533 /docs/user-guide/10-link-time-specialization.md
parent71f97268789164bd77614636536172ba657c6a57 (diff)
docs: Reduce typo count (#5671)
Co-authored-by: Ellie Hermaszewska <ellieh@nvidia.com>
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# Link-time Specialization and Module Precompilation
-Traditionally, graphics developers have been relying on the preprocesor defines to specialize their shader code for high-performance GPU execution.
+Traditionally, graphics developers have been relying on the preprocessor defines to specialize their shader code for high-performance GPU execution.
While functioning systems can be built around preprocessor macros, overusing them leads to many problems:
- Long compilation time. With preprocessors defines, specialzation happens before parsing, which is a very early stage in the compilation flow.
This means that the compiler must redo almost all work from the scratch with every specialized variant, including parsing, type checking, IR generation