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Diffstat (limited to 'tests/manual/rhi/float16texture_with_compute/float16texture_with_compute.cpp')
-rw-r--r--tests/manual/rhi/float16texture_with_compute/float16texture_with_compute.cpp28
1 files changed, 14 insertions, 14 deletions
diff --git a/tests/manual/rhi/float16texture_with_compute/float16texture_with_compute.cpp b/tests/manual/rhi/float16texture_with_compute/float16texture_with_compute.cpp
index 9d74fe797b..014b521bd8 100644
--- a/tests/manual/rhi/float16texture_with_compute/float16texture_with_compute.cpp
+++ b/tests/manual/rhi/float16texture_with_compute/float16texture_with_compute.cpp
@@ -145,7 +145,7 @@ void Window::customInit()
image = image.convertToFormat(QImage::Format_RGBA8888);
Q_ASSERT(!image.isNull());
d.texRgba = m_r->newTexture(QRhiTexture::RGBA8, image.size(), 1, QRhiTexture::UsedWithLoadStore);
- d.texRgba->build();
+ d.texRgba->create();
d.releasePool << d.texRgba;
d.initialUpdates->uploadTexture(d.texRgba, image);
@@ -155,12 +155,12 @@ void Window::customInit()
d.texFloat16 = m_r->newTexture(QRhiTexture::RGBA16F, image.size(), 1, QRhiTexture::UsedWithLoadStore | QRhiTexture::MipMapped);
d.releasePool << d.texFloat16;
- d.texFloat16->build();
+ d.texFloat16->create();
// compute
d.computeUBuf_load = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 12);
- d.computeUBuf_load->build();
+ d.computeUBuf_load->create();
d.releasePool << d.computeUBuf_load;
quint32 numWorkGroups[3] = { quint32(image.width()), quint32(image.height()), 0 };
@@ -172,18 +172,18 @@ void Window::customInit()
QRhiShaderResourceBinding::imageLoad(1, QRhiShaderResourceBinding::ComputeStage, d.texRgba, 0),
QRhiShaderResourceBinding::imageStore(2, QRhiShaderResourceBinding::ComputeStage, d.texFloat16, 0)
});
- d.computeBindings_load->build();
+ d.computeBindings_load->create();
d.releasePool << d.computeBindings_load;
d.computePipeline_load = m_r->newComputePipeline();
d.computePipeline_load->setShaderResourceBindings(d.computeBindings_load);
d.computePipeline_load->setShaderStage({ QRhiShaderStage::Compute, getShader(QLatin1String(":/load.comp.qsb")) });
- d.computePipeline_load->build();
+ d.computePipeline_load->create();
d.releasePool << d.computePipeline_load;
d.prefilterUBufElemSize = m_r->ubufAligned(12);
d.computeUBuf_prefilter = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, d.prefilterUBufElemSize * d.mipCount);
- d.computeUBuf_prefilter->build();
+ d.computeUBuf_prefilter->create();
d.releasePool << d.computeUBuf_prefilter;
int mipW = image.width() >> 1;
@@ -203,35 +203,35 @@ void Window::customInit()
QRhiShaderResourceBinding::imageLoad(1, QRhiShaderResourceBinding::ComputeStage, d.texFloat16, level - 1),
QRhiShaderResourceBinding::imageStore(2, QRhiShaderResourceBinding::ComputeStage, d.texFloat16, level)
});
- d.computeBindings_prefilter[i]->build();
+ d.computeBindings_prefilter[i]->create();
d.releasePool << d.computeBindings_prefilter[i];
}
d.computePipeline_prefilter = m_r->newComputePipeline();
d.computePipeline_prefilter->setShaderResourceBindings(d.computeBindings_prefilter[0]); // just need a layout compatible one
d.computePipeline_prefilter->setShaderStage({ QRhiShaderStage::Compute, getShader(QLatin1String(":/prefilter.comp.qsb")) });
- d.computePipeline_prefilter->build();
+ d.computePipeline_prefilter->create();
d.releasePool << d.computePipeline_prefilter;
// graphics
d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(vertexData));
- d.vbuf->build();
+ d.vbuf->create();
d.releasePool << d.vbuf;
d.ibuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::IndexBuffer, sizeof(indexData));
- d.ibuf->build();
+ d.ibuf->create();
d.releasePool << d.ibuf;
d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 68);
- d.ubuf->build();
+ d.ubuf->create();
d.releasePool << d.ubuf;
// enable mipmaps
d.sampler = m_r->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, QRhiSampler::Linear,
QRhiSampler::ClampToEdge, QRhiSampler::ClampToEdge);
d.releasePool << d.sampler;
- d.sampler->build();
+ d.sampler->create();
d.srb = m_r->newShaderResourceBindings();
d.releasePool << d.srb;
@@ -239,7 +239,7 @@ void Window::customInit()
QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.ubuf),
QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.texFloat16, d.sampler)
});
- d.srb->build();
+ d.srb->create();
d.ps = m_r->newGraphicsPipeline();
d.releasePool << d.ps;
@@ -258,7 +258,7 @@ void Window::customInit()
d.ps->setVertexInputLayout(inputLayout);
d.ps->setShaderResourceBindings(d.srb);
d.ps->setRenderPassDescriptor(m_rp);
- d.ps->build();
+ d.ps->create();
d.initialUpdates->uploadStaticBuffer(d.vbuf, vertexData);
d.initialUpdates->uploadStaticBuffer(d.ibuf, indexData);