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-rw-r--r--docs/command-line-slangc.md1
1 files changed, 1 insertions, 0 deletions
diff --git a/docs/command-line-slangc.md b/docs/command-line-slangc.md
index 8f27a3dbc..6f7636f19 100644
--- a/docs/command-line-slangc.md
+++ b/docs/command-line-slangc.md
@@ -85,6 +85,7 @@ For completeness, here are the options that `slangc` currently accepts:
* `-pass-through <name>`: Don't actually perform Slang parsing/checking/etc. on the input and instead pass it through more or less modified to the existing compiler `<name>`"
* `fxc`: Use the `D3DCompile` API as exposed by `d3dcompiler_47.dll`
* `glslang`: Use Slang's internal version of `glslang` as exposed by `slang-glslang.dll`
+ * 'dxc': Use DirectXShaderCompiler (https://github.com/Microsoft/DirectXShaderCompiler)
* These are intended for debugging/testing purposes, when you want to be able to see what these existing compilers do with the "same" input and options
* `-profile <profile>`: Specify the language "profile" to use. This is a combination of the pipeline stage (vertex, fragment, compute, etc.) and an abstract feature level. E.g., the `ps_5_0` profile specifies the fragment stage, with the Direc3D "Shader Model 5" feature level. To summarize the available profiles: