diff options
Diffstat (limited to 'tests/manual/rhi/msaatexture/msaatexture.cpp')
-rw-r--r-- | tests/manual/rhi/msaatexture/msaatexture.cpp | 32 |
1 files changed, 16 insertions, 16 deletions
diff --git a/tests/manual/rhi/msaatexture/msaatexture.cpp b/tests/manual/rhi/msaatexture/msaatexture.cpp index 2fb466c8d6..b7c306f97e 100644 --- a/tests/manual/rhi/msaatexture/msaatexture.cpp +++ b/tests/manual/rhi/msaatexture/msaatexture.cpp @@ -113,27 +113,27 @@ 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 +143,7 @@ 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 +151,7 @@ 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 +159,7 @@ 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; @@ -176,7 +176,7 @@ void Window::customInit() 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 +191,30 @@ 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); @@ -232,7 +232,7 @@ void Window::customInit() 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 +244,7 @@ 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() |