From ca86ce28829987fce2df4a81da976e6b18e17ad1 Mon Sep 17 00:00:00 2001 From: lucy96chen <47800040+lucy96chen@users.noreply.github.com> Date: Wed, 4 May 2022 11:44:24 -0700 Subject: Changed all uses of attachment (in the context of render/depth stencil targets) to target (#2214) Co-authored-by: Theresa Foley <10618364+tangent-vector@users.noreply.github.com> --- tools/gfx-unit-test/instanced-draw-tests.cpp | 14 +++++++------- 1 file changed, 7 insertions(+), 7 deletions(-) (limited to 'tools/gfx-unit-test/instanced-draw-tests.cpp') diff --git a/tools/gfx-unit-test/instanced-draw-tests.cpp b/tools/gfx-unit-test/instanced-draw-tests.cpp index 45ff0dd96..1e2fa1037 100644 --- a/tools/gfx-unit-test/instanced-draw-tests.cpp +++ b/tools/gfx-unit-test/instanced-draw-tests.cpp @@ -161,13 +161,13 @@ namespace gfx_test slang::ProgramLayout* slangReflection; GFX_CHECK_CALL_ABORT(loadGraphicsProgram(device, shaderProgram, "graphics-smoke", "vertexMain", "fragmentMain", slangReflection)); - IFramebufferLayout::AttachmentLayout attachmentLayout; - attachmentLayout.format = format; - attachmentLayout.sampleCount = 1; + IFramebufferLayout::TargetLayout targetLayout; + targetLayout.format = format; + targetLayout.sampleCount = 1; IFramebufferLayout::Desc framebufferLayoutDesc; framebufferLayoutDesc.renderTargetCount = 1; - framebufferLayoutDesc.renderTargets = &attachmentLayout; + framebufferLayoutDesc.renderTargets = &targetLayout; ComPtr framebufferLayout = device->createFramebufferLayout(framebufferLayoutDesc); SLANG_CHECK_ABORT(framebufferLayout != nullptr); @@ -183,9 +183,9 @@ namespace gfx_test IRenderPassLayout::Desc renderPassDesc = {}; renderPassDesc.framebufferLayout = framebufferLayout; renderPassDesc.renderTargetCount = 1; - IRenderPassLayout::AttachmentAccessDesc renderTargetAccess = {}; - renderTargetAccess.loadOp = IRenderPassLayout::AttachmentLoadOp::Clear; - renderTargetAccess.storeOp = IRenderPassLayout::AttachmentStoreOp::Store; + IRenderPassLayout::TargetAccessDesc renderTargetAccess = {}; + renderTargetAccess.loadOp = IRenderPassLayout::TargetLoadOp::Clear; + renderTargetAccess.storeOp = IRenderPassLayout::TargetStoreOp::Store; renderTargetAccess.initialState = ResourceState::RenderTarget; renderTargetAccess.finalState = ResourceState::CopySource; renderPassDesc.renderTargetAccess = &renderTargetAccess; -- cgit v1.2.3