summaryrefslogtreecommitdiffstats
path: root/tests/manual/rhi/computebuffer/computebuffer.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'tests/manual/rhi/computebuffer/computebuffer.cpp')
-rw-r--r--tests/manual/rhi/computebuffer/computebuffer.cpp12
1 files changed, 6 insertions, 6 deletions
diff --git a/tests/manual/rhi/computebuffer/computebuffer.cpp b/tests/manual/rhi/computebuffer/computebuffer.cpp
index c991a11438..ebff01d278 100644
--- a/tests/manual/rhi/computebuffer/computebuffer.cpp
+++ b/tests/manual/rhi/computebuffer/computebuffer.cpp
@@ -99,11 +99,11 @@ void Window::customInit()
d.sbuf = m_r->newBuffer(QRhiBuffer::Immutable,
QRhiBuffer::StorageBuffer | QRhiBuffer::VertexBuffer,
sizeof(Data) * DATA_COUNT);
- d.sbuf->build();
+ d.sbuf->create();
d.releasePool << d.sbuf;
d.computeUniBuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, COMPUTE_UBUF_SIZE);
- d.computeUniBuf->build();
+ d.computeUniBuf->create();
d.releasePool << d.computeUniBuf;
d.initialUpdates = m_r->nextResourceUpdateBatch();
@@ -130,19 +130,19 @@ void Window::customInit()
QRhiShaderResourceBinding::bufferLoadStore(0, QRhiShaderResourceBinding::ComputeStage, d.sbuf),
QRhiShaderResourceBinding::uniformBuffer(1, QRhiShaderResourceBinding::ComputeStage, d.computeUniBuf)
});
- d.computeBindings->build();
+ d.computeBindings->create();
d.releasePool << d.computeBindings;
d.computePipeline = m_r->newComputePipeline();
d.computePipeline->setShaderResourceBindings(d.computeBindings);
d.computePipeline->setShaderStage({ QRhiShaderStage::Compute, getShader(QLatin1String(":/buffer.comp.qsb")) });
- d.computePipeline->build();
+ d.computePipeline->create();
d.releasePool << d.computePipeline;
// graphics pass
d.graphicsBindings = m_r->newShaderResourceBindings();
- d.graphicsBindings->build();
+ d.graphicsBindings->create();
d.releasePool << d.graphicsBindings;
d.graphicsPipeline = m_r->newGraphicsPipeline();
@@ -161,7 +161,7 @@ void Window::customInit()
d.graphicsPipeline->setVertexInputLayout(inputLayout);
d.graphicsPipeline->setShaderResourceBindings(d.graphicsBindings);
d.graphicsPipeline->setRenderPassDescriptor(m_rp);
- d.graphicsPipeline->build();
+ d.graphicsPipeline->create();
d.releasePool << d.graphicsPipeline;
}