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authorAlexey Panteleev <alpanteleev@nvidia.com>2022-04-13 14:24:58 -0700
committerGitHub <noreply@github.com>2022-04-13 14:24:58 -0700
commit5ffd3048df2d7faf30ca8192c117d73e908212cd (patch)
tree98f4cc81a394c4274b511f4edee6a4ae90ea4680 /tests/vkray
parentc949d5005ede13840d086214d6fe64f2b0fefed5 (diff)
Callable shader fix and explicit payload locations for GLSL (#2185)
* Fixed the callable shader payload type for GLSL. * Added location parameters to the __vulkanRayPayload and __vulkanCallablePayload attributes. The default value is -1 which means use the old auto-assignment logic. * Fixed the vkray/callable-caller test.
Diffstat (limited to 'tests/vkray')
-rw-r--r--tests/vkray/callable-caller.slang.glsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/tests/vkray/callable-caller.slang.glsl b/tests/vkray/callable-caller.slang.glsl
index 91b788655..0b7a9677b 100644
--- a/tests/vkray/callable-caller.slang.glsl
+++ b/tests/vkray/callable-caller.slang.glsl
@@ -20,7 +20,7 @@ struct MaterialPayload_0
};
layout(location = 0)
-rayPayloadNV
+callableDataNV
MaterialPayload_0 p_0;
void CallShader_0(uint shaderIndex_1, inout MaterialPayload_0 payload_0)