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authorEgor Yusov <egor.yusov@gmail.com>2019-02-09 23:06:00 +0000
committerEgor Yusov <egor.yusov@gmail.com>2019-02-09 23:06:00 +0000
commit3c8fa483a325ff3f82ba23c5fc24c7a731761d17 (patch)
tree17c541d746e474831bc923ddcb9aca7afa42e5ad /Tests/TestApp/src/TestShaderResArrays.cpp
parentUpdated core (fixed dynamic heap master block counting issue). (diff)
downloadDiligentEngine-3c8fa483a325ff3f82ba23c5fc24c7a731761d17.tar.gz
DiligentEngine-3c8fa483a325ff3f82ba23c5fc24c7a731761d17.zip
Replaced reference to initial data parameter with pointer in CreateTexture and CreateBuffer methods; updated light scattering implementation to not use lua
Diffstat (limited to 'Tests/TestApp/src/TestShaderResArrays.cpp')
-rw-r--r--Tests/TestApp/src/TestShaderResArrays.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/Tests/TestApp/src/TestShaderResArrays.cpp b/Tests/TestApp/src/TestShaderResArrays.cpp
index 2b193d7..9481315 100644
--- a/Tests/TestApp/src/TestShaderResArrays.cpp
+++ b/Tests/TestApp/src/TestShaderResArrays.cpp
@@ -92,8 +92,8 @@ TestShaderResArrays::TestShaderResArrays(IRenderDevice *pDevice, IDeviceContext
PSODesc.GraphicsPipeline.PrimitiveTopology = PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP;
LayoutElement Elems[] =
{
- LayoutElement( 0, 0, 3, Diligent::VT_FLOAT32, false, 0 ),
- LayoutElement( 1, 0, 2, Diligent::VT_FLOAT32, false, sizeof( float ) * 3 )
+ LayoutElement{ 0, 0, 3, Diligent::VT_FLOAT32, false, 0 },
+ LayoutElement{ 1, 0, 2, Diligent::VT_FLOAT32, false, sizeof( float ) * 3 }
};
PSODesc.GraphicsPipeline.InputLayout.LayoutElements = Elems;
PSODesc.GraphicsPipeline.InputLayout.NumElements = _countof( Elems );
@@ -121,7 +121,7 @@ TestShaderResArrays::TestShaderResArrays(IRenderDevice *pDevice, IDeviceContext
Diligent::BufferData BuffData;
BuffData.pData = Vertices;
BuffData.DataSize = BuffDesc.uiSizeInBytes;
- m_pRenderDevice->CreateBuffer(BuffDesc, BuffData, &m_pVertexBuff);
+ m_pRenderDevice->CreateBuffer(BuffDesc, &BuffData, &m_pVertexBuff);
}
RefCntAutoPtr<ISampler> pSampler;
@@ -147,7 +147,7 @@ TestShaderResArrays::TestShaderResArrays(IRenderDevice *pDevice, IDeviceContext
TexData.pSubResources = SubResouces.data();
TexData.NumSubresources = (Uint32)SubResouces.size();
- m_pRenderDevice->CreateTexture( TexDesc, TexData, &m_pTextures[t] );
+ m_pRenderDevice->CreateTexture( TexDesc, &TexData, &m_pTextures[t] );
m_pTextures[t]->GetDefaultView(TEXTURE_VIEW_SHADER_RESOURCE)->SetSampler(pSampler);
}