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-rw-r--r--tests/manual/rhi/msaatexture/msaatexture.cpp91
1 files changed, 22 insertions, 69 deletions
diff --git a/tests/manual/rhi/msaatexture/msaatexture.cpp b/tests/manual/rhi/msaatexture/msaatexture.cpp
index 2fb466c8d6..9edc8f5714 100644
--- a/tests/manual/rhi/msaatexture/msaatexture.cpp
+++ b/tests/manual/rhi/msaatexture/msaatexture.cpp
@@ -1,52 +1,5 @@
-/****************************************************************************
-**
-** Copyright (C) 2018 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) 2018 The Qt Company Ltd.
+// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
#include "../shared/examplefw.h"
@@ -77,7 +30,7 @@ static float triangleData[] =
const int UBUFSZ = 68;
struct {
- QVector<QRhiResource *> releasePool;
+ QList<QRhiResource *> releasePool;
QRhiBuffer *vbuf = nullptr;
QRhiBuffer *ibuf = nullptr;
QRhiBuffer *ubuf = nullptr;
@@ -113,27 +66,27 @@ void Window::customInit()
d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(vertexData) + sizeof(triangleData));
d.releasePool << d.vbuf;
- d.vbuf->build();
+ d.vbuf->create();
d.ibuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::IndexBuffer, sizeof(indexData));
d.releasePool << d.ibuf;
- d.ibuf->build();
+ d.ibuf->create();
d.rightOfs = m_r->ubufAligned(UBUFSZ);
d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, d.rightOfs + UBUFSZ);
d.releasePool << d.ubuf;
- d.ubuf->build();
+ d.ubuf->create();
d.tex = m_r->newTexture(QRhiTexture::RGBA8, QSize(512, 512), 1, QRhiTexture::RenderTarget);
d.releasePool << d.tex;
- d.tex->build();
+ d.tex->create();
#ifndef NO_MSAA
d.msaaTex = m_r->newTexture(QRhiTexture::RGBA8, QSize(512, 512), 4, QRhiTexture::RenderTarget);
#else
d.msaaTex = m_r->newTexture(QRhiTexture::RGBA8, QSize(512, 512), 1, QRhiTexture::RenderTarget);
#endif
d.releasePool << d.msaaTex;
- d.msaaTex->build();
+ d.msaaTex->create();
d.initialUpdates = m_r->nextResourceUpdateBatch();
d.initialUpdates->uploadStaticBuffer(d.vbuf, 0, sizeof(vertexData), vertexData);
@@ -143,7 +96,7 @@ 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.srbLeft = m_r->newShaderResourceBindings();
d.releasePool << d.srbLeft;
@@ -151,7 +104,7 @@ void Window::customInit()
QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.ubuf, 0, UBUFSZ),
QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.tex, d.sampler)
});
- d.srbLeft->build();
+ d.srbLeft->create();
d.srbRight = m_r->newShaderResourceBindings();
d.releasePool << d.srbRight;
@@ -159,7 +112,7 @@ void Window::customInit()
QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.ubuf, d.rightOfs, UBUFSZ),
QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.msaaTex, d.sampler)
});
- d.srbRight->build();
+ d.srbRight->create();
d.psLeft = m_r->newGraphicsPipeline();
d.releasePool << d.psLeft;
@@ -171,12 +124,12 @@ void Window::customInit()
inputLayout.setBindings({ { 4 * sizeof(float) } });
inputLayout.setAttributes({
{ 0, 0, QRhiVertexInputAttribute::Float2, 0 },
- { 0, 1, QRhiVertexInputAttribute::Float2, 2 * sizeof(float) }
+ { 0, 1, QRhiVertexInputAttribute::Float2, quint32(2 * sizeof(float)) }
});
d.psLeft->setVertexInputLayout(inputLayout);
d.psLeft->setShaderResourceBindings(d.srbLeft);
d.psLeft->setRenderPassDescriptor(m_rp);
- d.psLeft->build();
+ d.psLeft->create();
d.psRight = m_r->newGraphicsPipeline();
d.releasePool << d.psRight;
@@ -191,30 +144,30 @@ void Window::customInit()
d.psRight->setVertexInputLayout(d.psLeft->vertexInputLayout());
d.psRight->setShaderResourceBindings(d.srbRight);
d.psRight->setRenderPassDescriptor(m_rp);
- d.psRight->build();
+ d.psRight->create();
// set up the offscreen triangle that goes into tex and msaaTex
d.triUbuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 68);
d.releasePool << d.triUbuf;
- d.triUbuf->build();
+ d.triUbuf->create();
d.triSrb = m_r->newShaderResourceBindings();
d.releasePool << d.triSrb;
d.triSrb->setBindings({
QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.triUbuf)
});
- d.triSrb->build();
+ d.triSrb->create();
d.rt = m_r->newTextureRenderTarget({ d.tex });
d.releasePool << d.rt;
d.rtRp = d.rt->newCompatibleRenderPassDescriptor();
d.releasePool << d.rtRp;
d.rt->setRenderPassDescriptor(d.rtRp);
- d.rt->build();
+ d.rt->create();
d.msaaRt = m_r->newTextureRenderTarget({ d.msaaTex });
d.releasePool << d.msaaRt;
d.msaaRtRp = d.msaaRt->newCompatibleRenderPassDescriptor();
d.releasePool << d.msaaRtRp;
d.msaaRt->setRenderPassDescriptor(d.msaaRtRp);
- d.msaaRt->build();
+ d.msaaRt->create();
d.triPs = m_r->newGraphicsPipeline();
d.releasePool << d.triPs;
d.triPs->setSampleCount(1);
@@ -227,12 +180,12 @@ void Window::customInit()
});
inputLayout.setAttributes({
{ 0, 0, QRhiVertexInputAttribute::Float2, 0 },
- { 0, 1, QRhiVertexInputAttribute::Float3, 2 * sizeof(float) }
+ { 0, 1, QRhiVertexInputAttribute::Float3, quint32(2 * sizeof(float)) }
});
d.triPs->setVertexInputLayout(inputLayout);
d.triPs->setShaderResourceBindings(d.triSrb);
d.triPs->setRenderPassDescriptor(d.rtRp);
- d.triPs->build();
+ d.triPs->create();
d.msaaTriPs = m_r->newGraphicsPipeline();
d.releasePool << d.msaaTriPs;
#ifndef NO_MSAA
@@ -244,7 +197,7 @@ void Window::customInit()
d.msaaTriPs->setVertexInputLayout(d.triPs->vertexInputLayout());
d.msaaTriPs->setShaderResourceBindings(d.triSrb);
d.msaaTriPs->setRenderPassDescriptor(d.msaaRtRp);
- d.msaaTriPs->build();
+ d.msaaTriPs->create();
}
void Window::customRelease()
@@ -299,7 +252,7 @@ void Window::customRender()
cb->setGraphicsPipeline(d.triPs);
cb->setViewport({ 0, 0, float(d.msaaTex->pixelSize().width()), float(d.msaaTex->pixelSize().height()) });
cb->setShaderResources();
- QRhiCommandBuffer::VertexInput vbufBinding(d.vbuf, sizeof(vertexData));
+ QRhiCommandBuffer::VertexInput vbufBinding(d.vbuf, quint32(sizeof(vertexData)));
cb->setVertexInput(0, 1, &vbufBinding);
cb->draw(3);
cb->endPass();