diff options
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 eba29076f..b08ef1f0d 100644 --- a/docs/user-guide/10-link-time-specialization.md +++ b/docs/user-guide/10-link-time-specialization.md @@ -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. |
