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| author | Tim Foley <tfoleyNV@users.noreply.github.com> | 2021-03-16 15:27:34 -0700 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2021-03-16 15:27:34 -0700 |
| commit | b64a23cccfe9876d53cda773afc796bd975fa7e5 (patch) | |
| tree | f4533f6d24f6a9cb7cb503b5426b0ab1196128f5 /examples/shader-object/main.cpp | |
| parent | 210a9889ae35ac61a7f33a758e08fb51d46395e7 (diff) | |
Fix the "acceleration structure in compute" bug for GL_NV_ray_tracing too (#1759)
A recent change broke code that uses `RayTracingAccelerationStructure` in non-RT shader stages for Vulkan/GLSL when also *not* doing any ray tracing in the shader code.
A recent fix patched that up for code using `GL_EXT_ray_tracing` and/or `GL_EXT_ray_query`, but that fix didn't apply on the path that uses `GL_NV_ray_tracing` via an opt-in.
This change fixes that gap and checks in a test for it.
Diffstat (limited to 'examples/shader-object/main.cpp')
0 files changed, 0 insertions, 0 deletions
