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authorEllie Hermaszewska <ellieh@nvidia.com>2024-03-15 08:48:41 +0800
committerGitHub <noreply@github.com>2024-03-14 17:48:41 -0700
commitd40931cc8bde13520ea45769cf94e7cc6cc9065f (patch)
treeecde6ebbfbc1445c587b0339332814837ff43229 /tests/pipeline/rasterization/mesh/task-simple.slang
parentc7d7a965c14318c07bd5b8ec60b960c2e95dfebd (diff)
Mesh shader refactoring and bugfixes (#3702)
Diffstat (limited to 'tests/pipeline/rasterization/mesh/task-simple.slang')
-rw-r--r--tests/pipeline/rasterization/mesh/task-simple.slang4
1 files changed, 2 insertions, 2 deletions
diff --git a/tests/pipeline/rasterization/mesh/task-simple.slang b/tests/pipeline/rasterization/mesh/task-simple.slang
index 58ec9a527..dc3de82c0 100644
--- a/tests/pipeline/rasterization/mesh/task-simple.slang
+++ b/tests/pipeline/rasterization/mesh/task-simple.slang
@@ -73,8 +73,8 @@ void meshMain(
// Check that we correctly generate the specific 'in payload' that HLSL
// requires:
// HLSL: , in payload MeshPayload
- out Vertices<Vertex, MAX_VERTS> verts,
- out Indices<uint3, MAX_PRIMS> triangles)
+ OutputVertices<Vertex, MAX_VERTS> verts,
+ OutputIndices<uint3, MAX_PRIMS> triangles)
{
const uint numVertices = 12;
const uint numPrimitives = 4;