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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/texuploads
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/texuploads')
-rw-r--r--tests/manual/rhi/texuploads/texuploads.cpp22
1 files changed, 11 insertions, 11 deletions
diff --git a/tests/manual/rhi/texuploads/texuploads.cpp b/tests/manual/rhi/texuploads/texuploads.cpp
index b6500c3fc3..a98085188f 100644
--- a/tests/manual/rhi/texuploads/texuploads.cpp
+++ b/tests/manual/rhi/texuploads/texuploads.cpp
@@ -76,16 +76,16 @@ void Window::customInit()
{
d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(cube));
d.releasePool << d.vbuf;
- d.vbuf->build();
+ d.vbuf->create();
d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 68);
d.releasePool << d.ubuf;
- d.ubuf->build();
+ d.ubuf->create();
QImage baseImage(QLatin1String(":/qt256.png"));
d.tex = m_r->newTexture(QRhiTexture::RGBA8, baseImage.size(), 1, QRhiTexture::UsedAsTransferSource);
d.releasePool << d.tex;
- d.tex->build();
+ d.tex->create();
// As an alternative to what some of the other examples do, prepare an
// update batch right here instead of relying on vbufReady and similar flags.
@@ -98,7 +98,7 @@ void Window::customInit()
d.sampler = m_r->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, QRhiSampler::None,
QRhiSampler::ClampToEdge, QRhiSampler::ClampToEdge);
d.releasePool << d.sampler;
- d.sampler->build();
+ d.sampler->create();
d.srb = m_r->newShaderResourceBindings();
d.releasePool << d.srb;
@@ -106,7 +106,7 @@ void Window::customInit()
d.bindings[0] = QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.ubuf);
d.bindings[1] = QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.tex, d.sampler);
d.srb->setBindings(d.bindings, d.bindings + 2);
- d.srb->build();
+ d.srb->create();
d.ps = m_r->newGraphicsPipeline();
d.releasePool << d.ps;
@@ -144,7 +144,7 @@ void Window::customInit()
d.ps->setShaderResourceBindings(d.srb);
d.ps->setRenderPassDescriptor(m_rp);
- d.ps->build();
+ d.ps->create();
d.customImage = QImage(128, 64, QImage::Format_RGBA8888);
d.customImage.fill(Qt::red);
@@ -197,7 +197,7 @@ void Window::customRender()
const QSize sz = d.tex->pixelSize();
d.newTex = m_r->newTexture(QRhiTexture::RGBA8, sz);
d.releasePool << d.newTex;
- d.newTex->build();
+ d.newTex->create();
QImage empty(sz.width(), sz.height(), QImage::Format_RGBA8888);
empty.fill(Qt::blue);
@@ -218,7 +218,7 @@ void Window::customRender()
// "rebuild", whatever that means for a given backend. This srb is
// already live as the ps in the setGraphicsPipeline references it,
// but that's fine. Changes will be picked up automatically.
- d.srb->build();
+ d.srb->create();
}
// Exercise simple, full texture copy.
@@ -253,7 +253,7 @@ void Window::customRender()
d.importedTex = m_r->newTexture(QRhiTexture::RGBA8, d.tex->pixelSize());
d.releasePool << d.importedTex;
- if (!d.importedTex->buildFrom(nativeTexture))
+ if (!d.importedTex->createFrom(nativeTexture))
qWarning("Texture import failed");
// now d.tex and d.importedTex use the same MTLTexture
@@ -262,7 +262,7 @@ void Window::customRender()
// switch to showing d.importedTex
d.bindings[1] = QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.importedTex, d.sampler);
d.srb->setBindings(d.bindings, d.bindings + 2);
- d.srb->build();
+ d.srb->create();
} else {
qWarning("Accessing native texture object is not supported");
}
@@ -272,7 +272,7 @@ void Window::customRender()
if (d.testStage == 7) {
d.bindings[1] = QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.newTex, d.sampler);
d.srb->setBindings(d.bindings, d.bindings + 2);
- d.srb->build();
+ d.srb->create();
const QSize sz(221, 139);
QByteArray data;