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-rw-r--r--tests/manual/rhi/texuploads/texuploads.cpp22
1 files changed, 11 insertions, 11 deletions
diff --git a/tests/manual/rhi/texuploads/texuploads.cpp b/tests/manual/rhi/texuploads/texuploads.cpp
index b6500c3fc3..a98085188f 100644
--- a/tests/manual/rhi/texuploads/texuploads.cpp
+++ b/tests/manual/rhi/texuploads/texuploads.cpp
@@ -76,16 +76,16 @@ void Window::customInit()
{
d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(cube));
d.releasePool << d.vbuf;
- d.vbuf->build();
+ d.vbuf->create();
d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 68);
d.releasePool << d.ubuf;
- d.ubuf->build();
+ d.ubuf->create();
QImage baseImage(QLatin1String(":/qt256.png"));
d.tex = m_r->newTexture(QRhiTexture::RGBA8, baseImage.size(), 1, QRhiTexture::UsedAsTransferSource);
d.releasePool << d.tex;
- d.tex->build();
+ d.tex->create();
// As an alternative to what some of the other examples do, prepare an
// update batch right here instead of relying on vbufReady and similar flags.
@@ -98,7 +98,7 @@ 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;
@@ -106,7 +106,7 @@ void Window::customInit()
d.bindings[0] = QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.ubuf);
d.bindings[1] = QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.tex, d.sampler);
d.srb->setBindings(d.bindings, d.bindings + 2);
- d.srb->build();
+ d.srb->create();
d.ps = m_r->newGraphicsPipeline();
d.releasePool << d.ps;
@@ -144,7 +144,7 @@ void Window::customInit()
d.ps->setShaderResourceBindings(d.srb);
d.ps->setRenderPassDescriptor(m_rp);
- d.ps->build();
+ d.ps->create();
d.customImage = QImage(128, 64, QImage::Format_RGBA8888);
d.customImage.fill(Qt::red);
@@ -197,7 +197,7 @@ void Window::customRender()
const QSize sz = d.tex->pixelSize();
d.newTex = m_r->newTexture(QRhiTexture::RGBA8, sz);
d.releasePool << d.newTex;
- d.newTex->build();
+ d.newTex->create();
QImage empty(sz.width(), sz.height(), QImage::Format_RGBA8888);
empty.fill(Qt::blue);
@@ -218,7 +218,7 @@ void Window::customRender()
// "rebuild", whatever that means for a given backend. This srb is
// already live as the ps in the setGraphicsPipeline references it,
// but that's fine. Changes will be picked up automatically.
- d.srb->build();
+ d.srb->create();
}
// Exercise simple, full texture copy.
@@ -253,7 +253,7 @@ void Window::customRender()
d.importedTex = m_r->newTexture(QRhiTexture::RGBA8, d.tex->pixelSize());
d.releasePool << d.importedTex;
- if (!d.importedTex->buildFrom(nativeTexture))
+ if (!d.importedTex->createFrom(nativeTexture))
qWarning("Texture import failed");
// now d.tex and d.importedTex use the same MTLTexture
@@ -262,7 +262,7 @@ void Window::customRender()
// switch to showing d.importedTex
d.bindings[1] = QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.importedTex, d.sampler);
d.srb->setBindings(d.bindings, d.bindings + 2);
- d.srb->build();
+ d.srb->create();
} else {
qWarning("Accessing native texture object is not supported");
}
@@ -272,7 +272,7 @@ void Window::customRender()
if (d.testStage == 7) {
d.bindings[1] = QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.newTex, d.sampler);
d.srb->setBindings(d.bindings, d.bindings + 2);
- d.srb->build();
+ d.srb->create();
const QSize sz(221, 139);
QByteArray data;