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authorEllie Hermaszewska <ellieh@nvidia.com>2024-11-21 06:54:17 +0800
committerGitHub <noreply@github.com>2024-11-20 14:54:17 -0800
commitb0818ac607ae4f3f04ff59f09b083a0f3fe8e350 (patch)
tree4a593eca2c8c2d7a8f69cd05947757741eac82d6 /docs
parentb5305065e7ef764c1ffc4fb0d29dfd910ae7649c (diff)
Small docs corrections (#5615)
* Small docs corrections * fix typo. --------- Co-authored-by: Yong He <yonghe@outlook.com>
Diffstat (limited to 'docs')
-rw-r--r--docs/target-compatibility.md2
-rw-r--r--docs/user-guide/09-targets.md2
2 files changed, 2 insertions, 2 deletions
diff --git a/docs/target-compatibility.md b/docs/target-compatibility.md
index 5ea793c68..e10c24409 100644
--- a/docs/target-compatibility.md
+++ b/docs/target-compatibility.md
@@ -299,7 +299,7 @@ Currently support is available in D3D12 via NVAPI, and for Vulkan via the [GL_NV
Slang has preliminary support for `debugBreak()` intrinsic. With the appropriate tooling, when `debugBreak` is hit it will cause execution to halt and display in the attached debugger.
-Currently this is supported in all targets except HLSL. Note that on some targets if there isn't an appropriate debugging environment the debugBreak might cause execution to fail or potentially it is ignored.
+This is not supported on HLSL, GLSL, SPIR-V or Metal backends. Note that on some targets if there isn't an appropriate debugging environment the debugBreak might cause execution to fail or potentially it is ignored.
On C++ targets debugBreak is implemented using SLANG_BREAKPOINT defined in "slang-cpp-prelude.h". If there isn't a suitable intrinsic, this will default to attempting to write to `nullptr` leading to a crash.
diff --git a/docs/user-guide/09-targets.md b/docs/user-guide/09-targets.md
index acebd1860..f3f146625 100644
--- a/docs/user-guide/09-targets.md
+++ b/docs/user-guide/09-targets.md
@@ -316,7 +316,7 @@ Metal supports rasterization, compute, and ray tracing pipelines.
The Metal rasterization pipeline includes the following programmable stages:
-- The vertex stage transforms vertex data loaded from memory
+- The vertex stage outputs vertex data
- The optional mesh stage allows groups of threads to cooperatively generate geometry