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-rw-r--r--examples/example-base/example-base.cpp16
1 files changed, 8 insertions, 8 deletions
diff --git a/examples/example-base/example-base.cpp b/examples/example-base/example-base.cpp
index 9330dcf04..13df90d6d 100644
--- a/examples/example-base/example-base.cpp
+++ b/examples/example-base/example-base.cpp
@@ -58,8 +58,8 @@ Slang::Result WindowedAppBase::initializeBase(
gfx::WindowHandle windowHandle = gWindow->getNativeHandle().convert<gfx::WindowHandle>();
gSwapchain = gDevice->createSwapchain(swapchainDesc, windowHandle);
- IFramebufferLayout::AttachmentLayout renderTargetLayout = {gSwapchain->getDesc().format, 1};
- IFramebufferLayout::AttachmentLayout depthLayout = {gfx::Format::D32_FLOAT, 1};
+ IFramebufferLayout::TargetLayout renderTargetLayout = {gSwapchain->getDesc().format, 1};
+ IFramebufferLayout::TargetLayout depthLayout = {gfx::Format::D32_FLOAT, 1};
IFramebufferLayout::Desc framebufferLayoutDesc;
framebufferLayoutDesc.renderTargetCount = 1;
framebufferLayoutDesc.renderTargets = &renderTargetLayout;
@@ -80,14 +80,14 @@ Slang::Result WindowedAppBase::initializeBase(
gfx::IRenderPassLayout::Desc renderPassDesc = {};
renderPassDesc.framebufferLayout = gFramebufferLayout;
renderPassDesc.renderTargetCount = 1;
- IRenderPassLayout::AttachmentAccessDesc renderTargetAccess = {};
- IRenderPassLayout::AttachmentAccessDesc depthStencilAccess = {};
- renderTargetAccess.loadOp = IRenderPassLayout::AttachmentLoadOp::Clear;
- renderTargetAccess.storeOp = IRenderPassLayout::AttachmentStoreOp::Store;
+ IRenderPassLayout::TargetAccessDesc renderTargetAccess = {};
+ IRenderPassLayout::TargetAccessDesc depthStencilAccess = {};
+ renderTargetAccess.loadOp = IRenderPassLayout::TargetLoadOp::Clear;
+ renderTargetAccess.storeOp = IRenderPassLayout::TargetStoreOp::Store;
renderTargetAccess.initialState = ResourceState::Undefined;
renderTargetAccess.finalState = ResourceState::Present;
- depthStencilAccess.loadOp = IRenderPassLayout::AttachmentLoadOp::Clear;
- depthStencilAccess.storeOp = IRenderPassLayout::AttachmentStoreOp::Store;
+ depthStencilAccess.loadOp = IRenderPassLayout::TargetLoadOp::Clear;
+ depthStencilAccess.storeOp = IRenderPassLayout::TargetStoreOp::Store;
depthStencilAccess.initialState = ResourceState::Undefined;
depthStencilAccess.finalState = ResourceState::DepthWrite;
renderPassDesc.renderTargetAccess = &renderTargetAccess;