You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Remove empty reflection doc, update links to go to ReadTheDocs (#134)
The page Using the Slang Compilation API has a dead link to https://shader-slang.com/slang/docs/reflection-api, which is dead because the page is not built. The page is not built because it is not in the index file, and it was deliberately omitted from there because it is just a stub containing
TODO: write documentation on reflection API here, and update link in docs/index.md
This removes the empty doc and updates the link to point at the relevant chapter of the User Guide on ReadTheDocs, and updates other links on the site to point to ReadTheDocs.
The updated links are full URLs instead of internal filepaths because we still serve versions of those pages using Jekyll in addition to the RTD versions (and are therefore still accessible to anyone with an old link), and only the RTD versions would resolve those paths.
In the future redirects could be used on those Jekyll pages to redirect to RTD in the future, making them the only version that needs to work.
Copy file name to clipboardExpand all lines: docs/coming-from-hlsl.md
+5-5Lines changed: 5 additions & 5 deletions
Display the source diff
Display the rich diff
Original file line number
Diff line number
Diff line change
@@ -179,7 +179,7 @@ T max4(T x, T y, T z, T w)
179
179
{{ somemarkdown | markdownify }}
180
180
</td></tr></table>
181
181
182
-
For more detailed explanations on defining a custom interface, please refer to the [Slang User's Guide](https://shader-slang.com/slang/user-guide/interfaces-generics.html).
182
+
For more detailed explanations on defining a custom interface, please refer to the [Slang User's Guide](https://docs.shader-slang.org/en/latest/external/slang/docs/user-guide/06-interfaces-generics.html).
For more details, please consult the [Slang User's Guide](https://shader-slang.com/slang/user-guide/convenience-features.html#operator-overloading)
245
+
For more details, please consult the [Slang User's Guide](https://docs.shader-slang.org/en/latest/external/slang/docs/user-guide/03-convenience-features.html#operator-overloading)
246
246
247
247
#### Subscript Operator
248
248
Slang uses a different syntax for overloading subscript operator so both reads and writes to a subscript location can be defined.
@@ -283,7 +283,7 @@ struct MyType
283
283
{{ somemarkdown | markdownify }}
284
284
</td></tr></table>
285
285
286
-
For more details, please consult the [Slang User's Guide](https://shader-slang.com/slang/user-guide/convenience-features.html#subscript-operator).
286
+
For more details, please consult the [Slang User's Guide](https://docs.shader-slang.org/en/latest/external/slang/docs/user-guide/03-convenience-features.html#subscript-operator).
287
287
288
288
289
289
#### Implicit parameter binding
@@ -325,7 +325,7 @@ Due to this difference, some casting issues may appear as errors while migrating
325
325
326
326
327
327
#### SPIR-V target specific functionalities
328
-
When you target SPIR-V, there are a few things that the user may want to know. Please check the [Slang User's Guide](https://shader-slang.com/slang/user-guide/spirv-target-specific.html) for more details.
328
+
When you target SPIR-V, there are a few things that the user may want to know. Please check the [Slang User's Guide](https://docs.shader-slang.org/en/latest/external/slang/docs/user-guide/a2-01-spirv-target-specific.html) for more details.
329
329
330
330
331
331
### Debugging and Performance Tips
@@ -337,7 +337,7 @@ When debugging Slang shaders, disabling optimizations can simplify the debugging
337
337
Slang offers a command-line option to emit or suppress `#line` directives when targeting C-like text formats such as HLSL, GLSL, Metal, and WGSL.
338
338
When `#line` directives are emitted, they can assist in debugging with shader debugging tools, as these tools can correlate back to the original Slang shader.
339
339
340
-
For more information, please refer to `LineDirectiveMode` in the [Slang User's Guide](https://shader-slang.com/slang/user-guide/compiling.html).
340
+
For more information, please refer to `LineDirectiveMode` in the [Slang User's Guide](https://docs.shader-slang.org/en/latest/external/slang/docs/user-guide/08-compiling.html).
Copy file name to clipboardExpand all lines: docs/compilation-api.md
+7-7Lines changed: 7 additions & 7 deletions
Display the source diff
Display the rich diff
Original file line number
Diff line number
Diff line change
@@ -13,7 +13,7 @@ This tutorial explains the flow of calls needed to use the Slang Compilation API
13
13
14
14
Using the compilation API offers much more control over compilation compared to `slangc`, and with better performance as well. For applications with complex needs, or ones that are sensitive to compilation performance, it is recommneded to use the Compilation API.
15
15
16
-
The Slang compilation API is provided as a dynamic library. Linking to it, you have access to the compilation API which is organized in a Component Object Model (COM) fashion. The Slang [User Guide](https://shader-slang.com/slang/user-guide/compiling.html#using-the-compilation-api) describes Slang's "COM-lite" interface a bit more.
16
+
The Slang compilation API is provided as a dynamic library. Linking to it, you have access to the compilation API which is organized in a Component Object Model (COM) fashion. The Slang [User Guide](https://docs.shader-slang.org/en/latest/external/slang/docs/user-guide/08-compiling.html#using-the-compilation-api) describes Slang's "COM-lite" interface a bit more.
17
17
18
18
## Table of Contents
19
19
@@ -96,7 +96,7 @@ Slang supports using the preprocessor.
96
96
97
97
##### Compiler options
98
98
99
-
Here is where you can specify Session-wide options. Check the [User Guide](https://shader-slang.com/slang/user-guide/compiling.html#compiler-options) for info on available options.
99
+
Here is where you can specify Session-wide options. Check the [User Guide](https://docs.shader-slang.org/en/latest/external/slang/docs/user-guide/08-compiling.html#compiler-options) for info on available options.
@@ -168,7 +168,7 @@ A common way to query an entry-point is by using the `IModule::findEntryPointByN
168
168
```
169
169
170
170
It is also possible to query entry-points by index, and work backwards to check the name of the entry-points that are returned at different indices.
171
-
Check the [User Guide](https://shader-slang.com/slang/user-guide/reflection.html#program-reflection) for info.
171
+
Check the [User Guide](https://docs.shader-slang.org/en/latest/external/slang/docs/user-guide/09-reflection.html#program-reflection) for info.
172
172
173
173
#### Compose Modules and Entry Points
174
174
@@ -291,19 +291,19 @@ Modules are loaded into the session as described in [Load Modules](#load-modules
291
291
292
292
Slang offers the capability to save modules to disk after this initial processing, allowing for faster initial module load times.
293
293
294
-
API methods for module precompilation are described in the [User Guide](https://shader-slang.com/slang/user-guide/link-time-specialization.html#using-precompiling-modules-with-the-api).
294
+
API methods for module precompilation are described in the [User Guide](https://docs.shader-slang.org/en/latest/external/slang/docs/user-guide/10-link-time-specialization.html#using-precompiling-modules-with-the-api).
295
295
296
296
Specialization
297
297
--------------
298
298
299
299
#### Link-time Constants
300
300
301
-
This form of specialization involves placing relevant constant definitions in a separate Module that can be selectively included. For example, if you have two variants of a shader that differ in constants that they use, you can create two different Modules for the constants, one for each variant. When composing one variant or the other, just select the right constants module in createCompositeComponentType(). This is described also in the [User Guide](https://shader-slang.com/slang/user-guide/link-time-specialization.html#link-time-constants)
301
+
This form of specialization involves placing relevant constant definitions in a separate Module that can be selectively included. For example, if you have two variants of a shader that differ in constants that they use, you can create two different Modules for the constants, one for each variant. When composing one variant or the other, just select the right constants module in createCompositeComponentType(). This is described also in the [User Guide](https://docs.shader-slang.org/en/latest/external/slang/docs/user-guide/10-link-time-specialization.html#link-time-constants)
302
302
303
303
#### Link-time Types
304
304
305
305
Similar to Link-time Constants. This form of specialization simply puts different versions of user types in separate modules so that the needed implementation can be selected when creating the CompositeComponentType.
href="https://docs.shader-slang.org/en/latest/external/slang/docs/user-guide/03-convenience-features.html#pointers-limited">pointers</a> when generating
Copy file name to clipboardExpand all lines: docs/parameter-blocks.md
+1-1Lines changed: 1 addition & 1 deletion
Display the source diff
Display the rich diff
Original file line number
Diff line number
Diff line change
@@ -545,7 +545,7 @@ The approach we will describe here is only appropriate for applications that abi
545
545
In the absence of manual annotation, the Slang compiler will bind parameters to locations in a deterministic fashion, and an application can simply mirror that deterministic logic in its own code in order to derive the locations that parameters have been bound to.
546
546
547
547
Applications that need to support the fully general case (including shader code with manual binding annotations) can still make use of parameter blocks.
548
-
In such cases, developers are encouraged to read the other [documentation](user-guide/reflection) that exists for the Slang reflection API.
548
+
In such cases, developers are encouraged to read the other [documentation](https://docs.shader-slang.org/en/latest/external/slang/docs/user-guide/09-reflection.html) that exists for the Slang reflection API.
549
549
550
550
This section will also restrict itself to the Vulkan API, for simplicity.
551
551
We cover the creation of descriptor set layouts and pipeline layouts using reflection, but *not* the task of writing to them.
Copy file name to clipboardExpand all lines: index.md
+3-3Lines changed: 3 additions & 3 deletions
Display the source diff
Display the rich diff
Original file line number
Diff line number
Diff line change
@@ -95,16 +95,16 @@ description: Empowering real-time graphics developers with advanced language fea
95
95
latest
96
96
features in
97
97
Direct3D and Vulkan. For example, developers can make full use of
98
-
<a href="/slang/user-guide/convenience-features.html#pointers-limited">pointers</a> when generating
98
+
<a href="https://docs.shader-slang.org/en/latest/external/slang/docs/user-guide/03-convenience-features.html#pointers-limited>pointers</a> when generating
0 commit comments