diff --git a/d3d/WorkGraphs.md b/d3d/WorkGraphs.md index fe63e3f..ab540f0 100644 --- a/d3d/WorkGraphs.md +++ b/d3d/WorkGraphs.md @@ -361,7 +361,7 @@ Here is a summary of existing ways the GPU can generate work for itself; a remin - App needs to do worst case buffering between phases - Messy implementations in drivers - Could try to add flexibility here, but would be doubling down on the mess -- [Callable Shaders](raytracing.md\#callable-shaders) (from [DXR](raytracing.md)) +- [Callable Shaders](Raytracing.md\#callable-shaders) (from [DXR](Raytracing.md)) - Form of dynamic call from a shader thread that returns to caller - Typically implemented by ending the shader invocation at the callsite and starting a new one to resume - Could be extended outside DXR (even into this spec), but out of scope