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| author | Yuki Nishidate <30839669+yknishidate@users.noreply.github.com> | 2024-12-29 02:22:00 +0900 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2024-12-28 17:22:00 +0000 |
| commit | c4429bc33450be32ed82358c3974da58e5ec25ab (patch) | |
| tree | be20e7a4192d8a285e4f4136980686ac4a768179 /docs/user-guide/10-link-time-specialization.md | |
| parent | 478be540a6f93ffcb552e496c41fe1c278ae054e (diff) | |
Fix tiny typos (#5944)
Diffstat (limited to 'docs/user-guide/10-link-time-specialization.md')
| -rw-r--r-- | docs/user-guide/10-link-time-specialization.md | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/docs/user-guide/10-link-time-specialization.md b/docs/user-guide/10-link-time-specialization.md index 14b10c63e..4c8a110bf 100644 --- a/docs/user-guide/10-link-time-specialization.md +++ b/docs/user-guide/10-link-time-specialization.md @@ -7,7 +7,7 @@ permalink: /user-guide/link-time-specialization 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. +- Long compilation time. With preprocessors defines, specialization 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 and optimization, even when two specialized variants only differ in one constant value. The lack of reuse of compiler front-end work between different shader specializations contributes a significant portion to long shader compile times. |
