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-rw-r--r--examples/shader-object/main.cpp5
1 files changed, 3 insertions, 2 deletions
diff --git a/examples/shader-object/main.cpp b/examples/shader-object/main.cpp
index 58c6abbfd..7c72194d3 100644
--- a/examples/shader-object/main.cpp
+++ b/examples/shader-object/main.cpp
@@ -120,7 +120,7 @@ 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.slangProgram = composedProgram.get();
+ programDesc.slangGlobalScope = composedProgram.get();
auto shaderProgram = device->createProgram(programDesc);
@@ -183,7 +183,8 @@ int main()
gfx::IResourceView::Desc viewDesc = {};
viewDesc.type = gfx::IResourceView::Type::UnorderedAccess;
viewDesc.format = gfx::Format::Unknown;
- SLANG_RETURN_ON_FAIL(device->createBufferView(numbersBuffer, viewDesc, bufferView.writeRef()));
+ SLANG_RETURN_ON_FAIL(
+ device->createBufferView(numbersBuffer, nullptr, viewDesc, bufferView.writeRef()));
// We have done all the set up work, now it is time to start recording a command buffer for
// GPU execution.