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authorLaszlo Agocs <laszlo.agocs@qt.io>2020-05-27 17:44:49 +0200
committerLaszlo Agocs <laszlo.agocs@qt.io>2020-05-28 17:53:32 +0200
commit56977990e04efa051b1ebd4ce9274d6b69c7bd0c (patch)
treeeaa66635b67faaf94df7b0670fa9e0971268a936 /tests/manual/rhi/cubemap_scissor
parentc991d87ee2c239fedb77f76f25936dddf5eb5982 (diff)
rhi: Harmonize create-destroy API pattern with the rest of Qt
For historical reasons we use build and release instead of create and destroy. This becomes confusing now that more modules in Qt start taking QRhi into use. Migrate to the more familiar naming, so those who have used QWindow or QOpenGLContext before will find it natural. Change-Id: I05eb2243ce274c59b03a5f8bcbb2792a4f37120f Reviewed-by: Eirik Aavitsland <eirik.aavitsland@qt.io>
Diffstat (limited to 'tests/manual/rhi/cubemap_scissor')
-rw-r--r--tests/manual/rhi/cubemap_scissor/cubemap_scissor.cpp12
1 files changed, 6 insertions, 6 deletions
diff --git a/tests/manual/rhi/cubemap_scissor/cubemap_scissor.cpp b/tests/manual/rhi/cubemap_scissor/cubemap_scissor.cpp
index 25a7c64c8a..cc30058afc 100644
--- a/tests/manual/rhi/cubemap_scissor/cubemap_scissor.cpp
+++ b/tests/manual/rhi/cubemap_scissor/cubemap_scissor.cpp
@@ -77,17 +77,17 @@ struct {
void Window::customInit()
{
d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(cube));
- d.vbuf->build();
+ d.vbuf->create();
d.releasePool << d.vbuf;
d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 64);
- d.ubuf->build();
+ d.ubuf->create();
d.releasePool << d.ubuf;
const QSize cubeMapSize(512, 512);
d.tex = m_r->newTexture(QRhiTexture::RGBA8, cubeMapSize, 1, QRhiTexture::CubeMap);
d.releasePool << d.tex;
- d.tex->build();
+ d.tex->create();
d.initialUpdates = m_r->nextResourceUpdateBatch();
d.initialUpdates->uploadStaticBuffer(d.vbuf, cube);
@@ -108,7 +108,7 @@ void Window::customInit()
d.sampler = m_r->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, QRhiSampler::None,
QRhiSampler::Repeat, QRhiSampler::Repeat);
d.releasePool << d.sampler;
- d.sampler->build();
+ d.sampler->create();
d.srb = m_r->newShaderResourceBindings();
d.releasePool << d.srb;
@@ -116,7 +116,7 @@ void Window::customInit()
QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.ubuf),
QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.tex, d.sampler)
});
- d.srb->build();
+ d.srb->create();
d.ps = m_r->newGraphicsPipeline();
d.releasePool << d.ps;
@@ -151,7 +151,7 @@ void Window::customInit()
d.ps->setShaderResourceBindings(d.srb);
d.ps->setRenderPassDescriptor(m_rp);
- d.ps->build();
+ d.ps->create();
d.scissorAnimState = 0;
}