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authorYong He <yonghe@outlook.com>2022-02-28 18:09:27 -0800
committerGitHub <noreply@github.com>2022-02-28 18:09:27 -0800
commite6c9625e0f0d5d9703451fd2ebb8b206d210009c (patch)
treead2c46f5e9a5f7a6e67cacf5b7227d726f392088 /tools/render-test/render-test-main.cpp
parentc31577953d5041c82375c22d847c2eba06106c58 (diff)
Use GLSL scalar layout for constant buffers. (#2147)
Diffstat (limited to 'tools/render-test/render-test-main.cpp')
-rw-r--r--tools/render-test/render-test-main.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/tools/render-test/render-test-main.cpp b/tools/render-test/render-test-main.cpp
index a62cc7a9b..7046e2fda 100644
--- a/tools/render-test/render-test-main.cpp
+++ b/tools/render-test/render-test-main.cpp
@@ -804,7 +804,7 @@ void RenderTestApp::_initializeAccelerationStructure()
instanceBufferDesc.type = IResource::Type::Buffer;
instanceBufferDesc.sizeInBytes =
instanceDescs.getCount() * sizeof(IAccelerationStructure::InstanceDesc);
- instanceBufferDesc.defaultState = ResourceState::ShaderResource;
+ instanceBufferDesc.defaultState = ResourceState::AccelerationStructureBuildInput;
ComPtr<IBufferResource> instanceBuffer =
m_device->createBufferResource(instanceBufferDesc, instanceDescs.getBuffer());