From 525c2acfe274d2519aef6f4221f5a29b46c3f07a Mon Sep 17 00:00:00 2001 From: Anders Leino Date: Thu, 27 Feb 2025 08:42:26 +0200 Subject: Improve entry point lookup function documentation (#6451) * Document that findEntryPointByName is not applicable if there is no [shader(...)] attribute * Update the user guide to mention findAndCheckEntryPoint for entry points without [shader(...)] attributes * format code --------- Co-authored-by: slangbot <186143334+slangbot@users.noreply.github.com> Co-authored-by: Yong He --- docs/user-guide/02-conventional-features.md | 1 + 1 file changed, 1 insertion(+) (limited to 'docs/user-guide') diff --git a/docs/user-guide/02-conventional-features.md b/docs/user-guide/02-conventional-features.md index c59999ce3..aaeea4114 100644 --- a/docs/user-guide/02-conventional-features.md +++ b/docs/user-guide/02-conventional-features.md @@ -655,6 +655,7 @@ In this example, the `vertexMain` shader indicates that it is meant for the `ver Rasterization, compute, and ray-tracing pipelines each define their own stages, and new versions of graphics APIs may introduce new stages. For compatibility with legacy codebases, Slang supports code that leaves off `[shader(...)]` attributes; in these cases application developers must specify the names and stages for their entry points via explicit command-line or API options. +Such entry points will not be found via `IModule::findEntryPointByName()`. Instead `IModule::findAndCheckEntryPoint()` must be used, and a stage must be specified. It is recommended that new codebases always use `[shader(...)]` attributes both to simplify their workflow, and to make code more explicit and "self-documenting." > #### Note #### -- cgit v1.2.3