From 787cfa61ca44ba8e513752a8d717aae9c8e49809 Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Wed, 24 May 2023 11:53:17 +0200 Subject: [PATCH] Fix `:abbr:` usage in Internal rendering architecture --- .../core_and_modules/internal_rendering_architecture.rst | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/contributing/development/core_and_modules/internal_rendering_architecture.rst b/contributing/development/core_and_modules/internal_rendering_architecture.rst index da61b0ae0cc..439492b9fac 100644 --- a/contributing/development/core_and_modules/internal_rendering_architecture.rst +++ b/contributing/development/core_and_modules/internal_rendering_architecture.rst @@ -311,7 +311,7 @@ this. ensure shader compilation doesn't become too slow. If you use ``if`` branching in a shader, performance may decrease as - :abbr`VGPR (Vector General-Purpose Register)` usage will increase in the + :abbr:`VGPR (Vector General-Purpose Register)` usage will increase in the shader. This happens even if all pixels evaluate to ``true`` or ``false`` in a given frame.