diff options
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.cpp | 28 |
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); |