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-rw-r--r--tests/manual/rhi/computeimage/computeimage.cpp75
1 files changed, 14 insertions, 61 deletions
diff --git a/tests/manual/rhi/computeimage/computeimage.cpp b/tests/manual/rhi/computeimage/computeimage.cpp
index a6c860f8ee..5da68e4a18 100644
--- a/tests/manual/rhi/computeimage/computeimage.cpp
+++ b/tests/manual/rhi/computeimage/computeimage.cpp
@@ -1,52 +1,5 @@
-/****************************************************************************
-**
-** Copyright (C) 2019 The Qt Company Ltd.
-** Contact: https://www.qt.io/licensing/
-**
-** This file is part of the examples of the Qt Toolkit.
-**
-** $QT_BEGIN_LICENSE:BSD$
-** Commercial License Usage
-** Licensees holding valid commercial Qt licenses may use this file in
-** accordance with the commercial license agreement provided with the
-** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and The Qt Company. For licensing terms
-** and conditions see https://www.qt.io/terms-conditions. For further
-** information use the contact form at https://www.qt.io/contact-us.
-**
-** BSD License Usage
-** Alternatively, you may use this file under the terms of the BSD license
-** as follows:
-**
-** "Redistribution and use in source and binary forms, with or without
-** modification, are permitted provided that the following conditions are
-** met:
-** * Redistributions of source code must retain the above copyright
-** notice, this list of conditions and the following disclaimer.
-** * Redistributions in binary form must reproduce the above copyright
-** notice, this list of conditions and the following disclaimer in
-** the documentation and/or other materials provided with the
-** distribution.
-** * Neither the name of The Qt Company Ltd nor the names of its
-** contributors may be used to endorse or promote products derived
-** from this software without specific prior written permission.
-**
-**
-** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
-** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
-** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
-** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
+// Copyright (C) 2019 The Qt Company Ltd.
+// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
#include "../shared/examplefw.h"
@@ -54,7 +7,7 @@
// fragment shader is generated by the compute shader.
struct {
- QVector<QRhiResource *> releasePool;
+ QList<QRhiResource *> releasePool;
QRhiTexture *texIn = nullptr;
QRhiTexture *texOut = nullptr;
@@ -100,17 +53,17 @@ void Window::customInit()
const QImage image = QImage(QLatin1String(":/qt256.png")).convertToFormat(QImage::Format_RGBA8888);
d.imageSize = image.size();
d.texIn = m_r->newTexture(QRhiTexture::RGBA8, d.imageSize, 1, QRhiTexture::UsedWithLoadStore);
- d.texIn->build();
+ d.texIn->create();
d.releasePool << d.texIn;
d.texOut = m_r->newTexture(QRhiTexture::RGBA8, d.imageSize, 1, QRhiTexture::UsedWithLoadStore);
- d.texOut->build();
+ d.texOut->create();
d.releasePool << d.texOut;
d.initialUpdates->uploadTexture(d.texIn, image);
d.computeUBuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 4);
- d.computeUBuf->build();
+ d.computeUBuf->create();
d.releasePool << d.computeUBuf;
d.computeBindings = m_r->newShaderResourceBindings();
@@ -119,31 +72,31 @@ void Window::customInit()
QRhiShaderResourceBinding::imageLoad(1, QRhiShaderResourceBinding::ComputeStage, d.texIn, 0),
QRhiShaderResourceBinding::imageStore(2, QRhiShaderResourceBinding::ComputeStage, d.texOut, 0)
});
- 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(":/image.comp.qsb")) });
- d.computePipeline->build();
+ d.computePipeline->create();
d.releasePool << d.computePipeline;
// graphics pass
d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(quadVertexData));
- d.vbuf->build();
+ d.vbuf->create();
d.releasePool << d.vbuf;
d.initialUpdates->uploadStaticBuffer(d.vbuf, quadVertexData);
d.ibuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::IndexBuffer, sizeof(quadIndexData));
- d.ibuf->build();
+ d.ibuf->create();
d.releasePool << d.ibuf;
d.initialUpdates->uploadStaticBuffer(d.ibuf, quadIndexData);
d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 68);
- d.ubuf->build();
+ d.ubuf->create();
d.releasePool << d.ubuf;
qint32 flip = 0; // regardless of isYUpInFramebuffer() since the input is not flipped so the end result is good for GL too
@@ -152,7 +105,7 @@ 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;
@@ -160,7 +113,7 @@ void Window::customInit()
QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.ubuf),
QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.texOut, d.sampler)
});
- d.srb->build();
+ d.srb->create();
d.ps = m_r->newGraphicsPipeline();
d.releasePool << d.ps;
@@ -179,7 +132,7 @@ void Window::customInit()
d.ps->setVertexInputLayout(inputLayout);
d.ps->setShaderResourceBindings(d.srb);
d.ps->setRenderPassDescriptor(m_rp);
- d.ps->build();
+ d.ps->create();
}
void Window::customRelease()