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authorYong He <yonghe@outlook.com>2021-12-09 10:46:41 -0800
committerGitHub <noreply@github.com>2021-12-09 10:46:41 -0800
commit1c99a986ae12a3f1ce4cee86191052183d37208a (patch)
treee9903d1e569badef813e3f5f33696683bd34f3b0 /examples/shader-object
parent4ca37fea2829ad9c623b94d77bb0311f76ad0971 (diff)
Remove `PipelineType` from gfx header. (#2051)
Co-authored-by: Yong He <yhe@nvidia.com>
Diffstat (limited to 'examples/shader-object')
-rw-r--r--examples/shader-object/main.cpp1
1 files changed, 0 insertions, 1 deletions
diff --git a/examples/shader-object/main.cpp b/examples/shader-object/main.cpp
index 14835f0c8..eaf56cc00 100644
--- a/examples/shader-object/main.cpp
+++ b/examples/shader-object/main.cpp
@@ -120,7 +120,6 @@ Result loadShaderProgram(
// We can create a `gfx::IShaderProgram` object from `composedProgram`
// so it may be used by the graphics layer.
gfx::IShaderProgram::Desc programDesc = {};
- programDesc.pipelineType = gfx::PipelineType::Compute;
programDesc.slangProgram = composedProgram.get();
auto shaderProgram = device->createProgram(programDesc);