From 6d399804a353154259cf4410940f144db8f9b5cf Mon Sep 17 00:00:00 2001 From: aidanfnv Date: Sun, 27 Jul 2025 09:58:31 -0700 Subject: Fix broken links in User Guide (#7938) * Fix broken links in User Guide * Fix link text with filename, use title --- docs/user-guide/10-link-time-specialization.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'docs/user-guide/10-link-time-specialization.md') 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. -- cgit v1.2.3