docs: fix all broken cross-reference links

This commit is contained in:
2026-05-30 20:30:24 -05:00
parent ecea7ce77e
commit 6d72ecf45d
4 changed files with 14 additions and 15 deletions

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@@ -13,7 +13,7 @@ blending the three vertex colors proportionally to their distance. The result
is a smooth rainbow gradient across a single primitive. We do not need a texture,
a colormap, or a fragment shader with any branching — just three colored
vertices and the default linear interpolation the [rasterizer](concepts/GLOSSARY.md#rasterizer)
applies to every [varying](concepts/GLOSSARY.md#varying).
applies to every [interpolated value](concepts/GLOSSARY.md#interpolation).
If you haven't read the [concept overview](concepts/graphics-pipeline.md), do so
now. [Coordinate systems](concepts/coordinate-systems.md) explains how the GPU
@@ -242,10 +242,9 @@ struct State {
(e.g., after a compositor restart or display hotplug), recovery requires
reconfiguring the swapchain with the window's live size — and that requires
holding a reference to the window itself.
- **`pipeline`** — the compiled [render pipeline](concepts/GLOSSARY.md#render-pipeline).
- **`pipeline`** — the compiled [render pipeline](concepts/GLOSSARY.md#pipeline).
A render pipeline is an immutable configuration combining a shader, a vertex
buffer layout, a primitive topology, and a [color target](concepts/GLOSSARY.md#color-target)
setup. Switching pipelines mid-frame is expensive; most applications use a few
buffer layout, a primitive topology, and a color target setup. Switching pipelines mid-frame is expensive; most applications use a few
pipelines and change them between draw calls.
- **`vertex_buffer`** — GPU memory holding our vertex data. The GPU reads
position and color data directly from this buffer during the vertex shader
@@ -436,7 +435,7 @@ to a `VkQueue`.
**Step 5 — SurfaceConfiguration:** This allocates the
[swapchain](concepts/GLOSSARY.md#swapchain) [framebuffers](concepts/GLOSSARY.md#framebuffer).
We negotiate the pixel format with the driver (preferring an
[sRGB](concepts/GLOSSARY.md#srgb) format for correct color display), pick the
[sRGB](concepts/GLOSSARY.md) format for correct color display), pick the
window dimensions (clamped to at least 1x1 to allow minimize-and-restore on some
platforms), and select the [present mode](concepts/GLOSSARY.md#present-mode).
`PresentMode::Mailbox` is a triple-buffered present mode that provides
@@ -684,8 +683,8 @@ const VERTICES: &[Vertex] = &[
- **CCW winding order:** The vertices are listed counter-clockwise:
red → blue → green. In a standard right-handed coordinate system, connecting
vertices in this sequence traces the triangle counter-clockwise. This
determines which face is "front" and which is "back" — critical for
[culling](concepts/GLOSSARY.md#rasterizer) and correct normal computation.
determines which face is "front" and which is "back" — critical for
[culling](concepts/GLOSSARY.md) and correct normal computation.
### Buffer Upload
@@ -1103,7 +1102,7 @@ color_attachments: &[Some(wgpu::RenderPassColorAttachment {
**`RenderPassColorAttachment` has exactly 4 fields:**
- **`view: &texture_view`** — the framebuffer we draw into. Must match the
color target format in the [render pipeline](concepts/GLOSSARY.md#render-pipeline).
color target format in the [render pipeline](concepts/GLOSSARY.md#pipeline).
- **`depth_slice: None`** — only used for 3D texture slices. Not applicable
to 2D rendering.
- **`resolve_target: None`** — only used for MSAA resolve. When multisampling
@@ -1134,7 +1133,7 @@ that pass the depth test). Useful for visibility-based culling.
### Binding State and Drawing
**`render_pass.set_pipeline(&self.pipeline)`** — Tells the GPU which
[render pipeline](concepts/GLOSSARY.md#render-pipeline) to use for subsequent
[render pipeline](concepts/GLOSSARY.md#pipeline) to use for subsequent
draw calls. The pipeline encapsulates the shader programs, vertex format,
primitive topology, and output configuration. Must be set before any draw call
in a render pass. Switching pipelines mid-pass is expensive and should be
@@ -1341,7 +1340,7 @@ each piece does:
Each layer adds a capability: driver connection, window binding, GPU selection,
resource management, and swapchain allocation.
- **The [render pipeline](concepts/GLOSSARY.md#pipeline-render):** Shaders,
- **The [render pipeline](concepts/GLOSSARY.md#pipeline):** Shaders,
topology, and vertex layout compiled into a GPU configuration. Created once,
reused every frame. Expensive to create, cheap to execute.