From 56977990e04efa051b1ebd4ce9274d6b69c7bd0c Mon Sep 17 00:00:00 2001 From: Laszlo Agocs Date: Wed, 27 May 2020 17:44:49 +0200 Subject: rhi: Harmonize create-destroy API pattern with the rest of Qt For historical reasons we use build and release instead of create and destroy. This becomes confusing now that more modules in Qt start taking QRhi into use. Migrate to the more familiar naming, so those who have used QWindow or QOpenGLContext before will find it natural. Change-Id: I05eb2243ce274c59b03a5f8bcbb2792a4f37120f Reviewed-by: Eirik Aavitsland --- .../compressedtexture_bc1.cpp | 12 +++---- .../compressedtexture_bc1_subupload.cpp | 12 +++---- tests/manual/rhi/computebuffer/computebuffer.cpp | 12 +++---- tests/manual/rhi/computeimage/computeimage.cpp | 22 ++++++------- tests/manual/rhi/cubemap/cubemap.cpp | 12 +++---- tests/manual/rhi/cubemap_render/cubemap_render.cpp | 38 +++++++++++----------- .../manual/rhi/cubemap_scissor/cubemap_scissor.cpp | 12 +++---- .../float16texture_with_compute.cpp | 28 ++++++++-------- tests/manual/rhi/floattexture/floattexture.cpp | 14 ++++---- .../hellominimalcrossgfxtriangle/hellowindow.cpp | 8 ++--- .../rhi/hellominimalcrossgfxtriangle/window.cpp | 4 +-- tests/manual/rhi/instancing/instancing.cpp | 10 +++--- tests/manual/rhi/mrt/mrt.cpp | 22 ++++++------- .../rhi/msaarenderbuffer/msaarenderbuffer.cpp | 24 +++++++------- tests/manual/rhi/msaatexture/msaatexture.cpp | 32 +++++++++--------- tests/manual/rhi/multiwindow/multiwindow.cpp | 12 +++---- .../multiwindow_threaded/multiwindow_threaded.cpp | 16 ++++----- tests/manual/rhi/offscreen/offscreen.cpp | 12 +++---- tests/manual/rhi/shadowmap/shadowmap.cpp | 20 ++++++------ tests/manual/rhi/shared/examplefw.h | 4 +-- tests/manual/rhi/texuploads/texuploads.cpp | 22 ++++++------- tests/manual/rhi/triquadcube/quadrenderer.cpp | 8 ++--- .../rhi/triquadcube/texturedcuberenderer.cpp | 12 +++---- .../rhi/triquadcube/triangleoncuberenderer.cpp | 20 ++++++------ tests/manual/rhi/triquadcube/trianglerenderer.cpp | 10 +++--- 25 files changed, 199 insertions(+), 199 deletions(-) (limited to 'tests/manual/rhi') diff --git a/tests/manual/rhi/compressedtexture_bc1/compressedtexture_bc1.cpp b/tests/manual/rhi/compressedtexture_bc1/compressedtexture_bc1.cpp index af454c2487..b6526027d3 100644 --- a/tests/manual/rhi/compressedtexture_bc1/compressedtexture_bc1.cpp +++ b/tests/manual/rhi/compressedtexture_bc1/compressedtexture_bc1.cpp @@ -72,29 +72,29 @@ void Window::customInit() qFatal("This backend does not support BC1"); d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(cube)); - d.vbuf->build(); + d.vbuf->create(); d.vbufReady = false; d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 68); - d.ubuf->build(); + d.ubuf->create(); QSize imageSize; d.compressedData = loadBC1(QLatin1String(":/qt256_bc1_9mips.dds"), &imageSize); qDebug() << d.compressedData.count() << imageSize << m_r->mipLevelsForSize(imageSize); d.tex = m_r->newTexture(QRhiTexture::BC1, imageSize, 1, QRhiTexture::MipMapped); - d.tex->build(); + d.tex->create(); d.sampler = m_r->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, QRhiSampler::Linear, QRhiSampler::ClampToEdge, QRhiSampler::ClampToEdge); - d.sampler->build(); + d.sampler->create(); d.srb = m_r->newShaderResourceBindings(); d.srb->setBindings({ QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.ubuf), QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.tex, d.sampler) }); - d.srb->build(); + d.srb->create(); d.ps = m_r->newGraphicsPipeline(); @@ -131,7 +131,7 @@ void Window::customInit() d.ps->setShaderResourceBindings(d.srb); d.ps->setRenderPassDescriptor(m_rp); - d.ps->build(); + d.ps->create(); } void Window::customRelease() diff --git a/tests/manual/rhi/compressedtexture_bc1_subupload/compressedtexture_bc1_subupload.cpp b/tests/manual/rhi/compressedtexture_bc1_subupload/compressedtexture_bc1_subupload.cpp index 4931c8eaa1..b1626345cf 100644 --- a/tests/manual/rhi/compressedtexture_bc1_subupload/compressedtexture_bc1_subupload.cpp +++ b/tests/manual/rhi/compressedtexture_bc1_subupload/compressedtexture_bc1_subupload.cpp @@ -73,32 +73,32 @@ void Window::customInit() qFatal("This backend does not support BC1"); d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(cube)); - d.vbuf->build(); + d.vbuf->create(); d.vbufReady = false; d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 68); - d.ubuf->build(); + d.ubuf->create(); QSize imageSize; d.compressedData = loadBC1(QLatin1String(":/qt256_bc1_9mips.dds"), &imageSize); Q_ASSERT(imageSize == QSize(256, 256)); d.tex = m_r->newTexture(QRhiTexture::BC1, imageSize); - d.tex->build(); + d.tex->create(); d.compressedData2 = loadBC1(QLatin1String(":/bwqt224_64_nomips.dds"), &imageSize); Q_ASSERT(imageSize == QSize(224, 64)); d.sampler = m_r->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, QRhiSampler::None, // no mipmapping here QRhiSampler::ClampToEdge, QRhiSampler::ClampToEdge); - d.sampler->build(); + d.sampler->create(); d.srb = m_r->newShaderResourceBindings(); d.srb->setBindings({ QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.ubuf), QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.tex, d.sampler) }); - d.srb->build(); + d.srb->create(); d.ps = m_r->newGraphicsPipeline(); @@ -135,7 +135,7 @@ void Window::customInit() d.ps->setShaderResourceBindings(d.srb); d.ps->setRenderPassDescriptor(m_rp); - d.ps->build(); + d.ps->create(); } void Window::customRelease() diff --git a/tests/manual/rhi/computebuffer/computebuffer.cpp b/tests/manual/rhi/computebuffer/computebuffer.cpp index c991a11438..ebff01d278 100644 --- a/tests/manual/rhi/computebuffer/computebuffer.cpp +++ b/tests/manual/rhi/computebuffer/computebuffer.cpp @@ -99,11 +99,11 @@ void Window::customInit() d.sbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::StorageBuffer | QRhiBuffer::VertexBuffer, sizeof(Data) * DATA_COUNT); - d.sbuf->build(); + d.sbuf->create(); d.releasePool << d.sbuf; d.computeUniBuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, COMPUTE_UBUF_SIZE); - d.computeUniBuf->build(); + d.computeUniBuf->create(); d.releasePool << d.computeUniBuf; d.initialUpdates = m_r->nextResourceUpdateBatch(); @@ -130,19 +130,19 @@ void Window::customInit() QRhiShaderResourceBinding::bufferLoadStore(0, QRhiShaderResourceBinding::ComputeStage, d.sbuf), QRhiShaderResourceBinding::uniformBuffer(1, QRhiShaderResourceBinding::ComputeStage, d.computeUniBuf) }); - d.computeBindings->build(); + d.computeBindings->create(); d.releasePool << d.computeBindings; d.computePipeline = m_r->newComputePipeline(); d.computePipeline->setShaderResourceBindings(d.computeBindings); d.computePipeline->setShaderStage({ QRhiShaderStage::Compute, getShader(QLatin1String(":/buffer.comp.qsb")) }); - d.computePipeline->build(); + d.computePipeline->create(); d.releasePool << d.computePipeline; // graphics pass d.graphicsBindings = m_r->newShaderResourceBindings(); - d.graphicsBindings->build(); + d.graphicsBindings->create(); d.releasePool << d.graphicsBindings; d.graphicsPipeline = m_r->newGraphicsPipeline(); @@ -161,7 +161,7 @@ void Window::customInit() d.graphicsPipeline->setVertexInputLayout(inputLayout); d.graphicsPipeline->setShaderResourceBindings(d.graphicsBindings); d.graphicsPipeline->setRenderPassDescriptor(m_rp); - d.graphicsPipeline->build(); + d.graphicsPipeline->create(); d.releasePool << d.graphicsPipeline; } diff --git a/tests/manual/rhi/computeimage/computeimage.cpp b/tests/manual/rhi/computeimage/computeimage.cpp index a6c860f8ee..d583778577 100644 --- a/tests/manual/rhi/computeimage/computeimage.cpp +++ b/tests/manual/rhi/computeimage/computeimage.cpp @@ -100,17 +100,17 @@ void Window::customInit() const QImage image = QImage(QLatin1String(":/qt256.png")).convertToFormat(QImage::Format_RGBA8888); d.imageSize = image.size(); d.texIn = m_r->newTexture(QRhiTexture::RGBA8, d.imageSize, 1, QRhiTexture::UsedWithLoadStore); - d.texIn->build(); + d.texIn->create(); d.releasePool << d.texIn; d.texOut = m_r->newTexture(QRhiTexture::RGBA8, d.imageSize, 1, QRhiTexture::UsedWithLoadStore); - d.texOut->build(); + d.texOut->create(); d.releasePool << d.texOut; d.initialUpdates->uploadTexture(d.texIn, image); d.computeUBuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 4); - d.computeUBuf->build(); + d.computeUBuf->create(); d.releasePool << d.computeUBuf; d.computeBindings = m_r->newShaderResourceBindings(); @@ -119,31 +119,31 @@ void Window::customInit() QRhiShaderResourceBinding::imageLoad(1, QRhiShaderResourceBinding::ComputeStage, d.texIn, 0), QRhiShaderResourceBinding::imageStore(2, QRhiShaderResourceBinding::ComputeStage, d.texOut, 0) }); - d.computeBindings->build(); + d.computeBindings->create(); d.releasePool << d.computeBindings; d.computePipeline = m_r->newComputePipeline(); d.computePipeline->setShaderResourceBindings(d.computeBindings); d.computePipeline->setShaderStage({ QRhiShaderStage::Compute, getShader(QLatin1String(":/image.comp.qsb")) }); - d.computePipeline->build(); + d.computePipeline->create(); d.releasePool << d.computePipeline; // graphics pass d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(quadVertexData)); - d.vbuf->build(); + d.vbuf->create(); d.releasePool << d.vbuf; d.initialUpdates->uploadStaticBuffer(d.vbuf, quadVertexData); d.ibuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::IndexBuffer, sizeof(quadIndexData)); - d.ibuf->build(); + d.ibuf->create(); d.releasePool << d.ibuf; d.initialUpdates->uploadStaticBuffer(d.ibuf, quadIndexData); d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 68); - d.ubuf->build(); + d.ubuf->create(); d.releasePool << d.ubuf; qint32 flip = 0; // regardless of isYUpInFramebuffer() since the input is not flipped so the end result is good for GL too @@ -152,7 +152,7 @@ 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; @@ -160,7 +160,7 @@ void Window::customInit() QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.ubuf), QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.texOut, d.sampler) }); - d.srb->build(); + d.srb->create(); d.ps = m_r->newGraphicsPipeline(); d.releasePool << d.ps; @@ -179,7 +179,7 @@ void Window::customInit() d.ps->setVertexInputLayout(inputLayout); d.ps->setShaderResourceBindings(d.srb); d.ps->setRenderPassDescriptor(m_rp); - d.ps->build(); + d.ps->create(); } void Window::customRelease() diff --git a/tests/manual/rhi/cubemap/cubemap.cpp b/tests/manual/rhi/cubemap/cubemap.cpp index fe6ac9762e..84c17918f3 100644 --- a/tests/manual/rhi/cubemap/cubemap.cpp +++ b/tests/manual/rhi/cubemap/cubemap.cpp @@ -65,17 +65,17 @@ struct { void Window::customInit() { d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(cube)); - d.vbuf->build(); + d.vbuf->create(); d.releasePool << d.vbuf; d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 64); - d.ubuf->build(); + d.ubuf->create(); d.releasePool << d.ubuf; const QSize cubeMapSize(512, 512); d.tex = m_r->newTexture(QRhiTexture::RGBA8, cubeMapSize, 1, QRhiTexture::CubeMap); d.releasePool << d.tex; - d.tex->build(); + d.tex->create(); d.initialUpdates = m_r->nextResourceUpdateBatch(); d.initialUpdates->uploadStaticBuffer(d.vbuf, cube); @@ -96,7 +96,7 @@ void Window::customInit() d.sampler = m_r->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, QRhiSampler::None, QRhiSampler::Repeat, QRhiSampler::Repeat); d.releasePool << d.sampler; - d.sampler->build(); + d.sampler->create(); d.srb = m_r->newShaderResourceBindings(); d.releasePool << d.srb; @@ -104,7 +104,7 @@ void Window::customInit() QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.ubuf), QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.tex, d.sampler) }); - d.srb->build(); + d.srb->create(); d.ps = m_r->newGraphicsPipeline(); d.releasePool << d.ps; @@ -137,7 +137,7 @@ void Window::customInit() d.ps->setShaderResourceBindings(d.srb); d.ps->setRenderPassDescriptor(m_rp); - d.ps->build(); + d.ps->create(); } void Window::customRelease() diff --git a/tests/manual/rhi/cubemap_render/cubemap_render.cpp b/tests/manual/rhi/cubemap_render/cubemap_render.cpp index a08e96f0c6..97c831f1f9 100644 --- a/tests/manual/rhi/cubemap_render/cubemap_render.cpp +++ b/tests/manual/rhi/cubemap_render/cubemap_render.cpp @@ -115,12 +115,12 @@ struct { void initializePerFaceRendering(QRhi *rhi) { d.cubemap1 = rhi->newTexture(QRhiTexture::RGBA8, cubemapSize, 1, QRhiTexture::CubeMap | QRhiTexture::RenderTarget); - d.cubemap1->build(); + d.cubemap1->create(); d.releasePool << d.cubemap1; d.ubufSizePerFace = rhi->ubufAligned(64 + 12); d.oneface_ubuf = rhi->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, d.ubufSizePerFace * 6); - d.oneface_ubuf->build(); + d.oneface_ubuf->create(); d.releasePool << d.oneface_ubuf; for (int face = 0; face < 6; ++face) { @@ -133,7 +133,7 @@ void initializePerFaceRendering(QRhi *rhi) d.releasePool << d.oneface_rp; } d.oneface_rt[face]->setRenderPassDescriptor(d.oneface_rp); - d.oneface_rt[face]->build(); + d.oneface_rt[face]->create(); d.releasePool << d.oneface_rt[face]; } @@ -143,7 +143,7 @@ void initializePerFaceRendering(QRhi *rhi) d.oneface_srb->setBindings({ QRhiShaderResourceBinding::uniformBufferWithDynamicOffset(0, visibility, d.oneface_ubuf, 64 + 12) }); - d.oneface_srb->build(); + d.oneface_srb->create(); d.releasePool << d.oneface_srb; d.oneface_ps = rhi->newGraphicsPipeline(); @@ -161,7 +161,7 @@ void initializePerFaceRendering(QRhi *rhi) d.oneface_ps->setVertexInputLayout(inputLayout); d.oneface_ps->setShaderResourceBindings(d.oneface_srb); d.oneface_ps->setRenderPassDescriptor(d.oneface_rp); - d.oneface_ps->build(); + d.oneface_ps->create(); d.releasePool << d.oneface_ps; // wasteful to duplicate the mvp as well but will do for now @@ -217,11 +217,11 @@ void renderPerFace(QRhiCommandBuffer *cb) void initializeMrtRendering(QRhi *rhi) { d.cubemap2 = rhi->newTexture(QRhiTexture::RGBA8, cubemapSize, 1, QRhiTexture::CubeMap | QRhiTexture::RenderTarget); - d.cubemap2->build(); + d.cubemap2->create(); d.releasePool << d.cubemap2; d.mrt_ubuf = rhi->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 64 + 6 * 16); // note that vec3 is aligned to 16 bytes - d.mrt_ubuf->build(); + d.mrt_ubuf->create(); d.releasePool << d.mrt_ubuf; QVarLengthArray attachments; @@ -236,7 +236,7 @@ void initializeMrtRendering(QRhi *rhi) d.mrt_rp = d.mrt_rt->newCompatibleRenderPassDescriptor(); d.releasePool << d.mrt_rp; d.mrt_rt->setRenderPassDescriptor(d.mrt_rp); - d.mrt_rt->build(); + d.mrt_rt->create(); d.releasePool << d.mrt_rt; d.mrt_srb = rhi->newShaderResourceBindings(); @@ -245,7 +245,7 @@ void initializeMrtRendering(QRhi *rhi) d.mrt_srb->setBindings({ QRhiShaderResourceBinding::uniformBuffer(0, visibility, d.mrt_ubuf) }); - d.mrt_srb->build(); + d.mrt_srb->create(); d.releasePool << d.mrt_srb; d.mrt_ps = rhi->newGraphicsPipeline(); @@ -267,7 +267,7 @@ void initializeMrtRendering(QRhi *rhi) d.mrt_ps->setVertexInputLayout(inputLayout); d.mrt_ps->setShaderResourceBindings(d.mrt_srb); d.mrt_ps->setRenderPassDescriptor(d.mrt_rp); - d.mrt_ps->build(); + d.mrt_ps->create(); d.releasePool << d.mrt_ps; QMatrix4x4 identity; @@ -321,11 +321,11 @@ void renderWithMrt(QRhiCommandBuffer *cb) void Window::customInit() { d.half_quad_vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(halfQuadVertexData)); - d.half_quad_vbuf->build(); + d.half_quad_vbuf->create(); d.releasePool << d.half_quad_vbuf; d.half_quad_ibuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::IndexBuffer, sizeof(halfQuadIndexData)); - d.half_quad_ibuf->build(); + d.half_quad_ibuf->create(); d.releasePool << d.half_quad_ibuf; d.initialUpdates = m_r->nextResourceUpdateBatch(); @@ -343,17 +343,17 @@ void Window::customInit() // onscreen stuff d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(cube)); - d.vbuf->build(); + d.vbuf->create(); d.releasePool << d.vbuf; d.initialUpdates->uploadStaticBuffer(d.vbuf, cube); d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 64); - d.ubuf->build(); + d.ubuf->create(); d.releasePool << d.ubuf; d.sampler = m_r->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, QRhiSampler::None, QRhiSampler::Repeat, QRhiSampler::Repeat); - d.sampler->build(); + d.sampler->create(); d.releasePool << d.sampler; d.srb = m_r->newShaderResourceBindings(); @@ -361,7 +361,7 @@ void Window::customInit() QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.ubuf), QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.cubemap1, d.sampler) }); - d.srb->build(); + d.srb->create(); d.releasePool << d.srb; d.ps = m_r->newGraphicsPipeline(); @@ -388,7 +388,7 @@ void Window::customInit() d.ps->setVertexInputLayout(inputLayout); d.ps->setShaderResourceBindings(d.srb); d.ps->setRenderPassDescriptor(m_rp); - d.ps->build(); + d.ps->create(); d.releasePool << d.ps; if (d.canDoMrt) @@ -446,7 +446,7 @@ void Window::keyPressEvent(QKeyEvent *e) QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.ubuf), QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.cubemap1, d.sampler) }); - d.srb->build(); + d.srb->create(); break; case Qt::Key_Right: case Qt::Key_Down: @@ -456,7 +456,7 @@ void Window::keyPressEvent(QKeyEvent *e) QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.ubuf), QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.cubemap2, d.sampler) }); - d.srb->build(); + d.srb->create(); } break; default: diff --git a/tests/manual/rhi/cubemap_scissor/cubemap_scissor.cpp b/tests/manual/rhi/cubemap_scissor/cubemap_scissor.cpp index 25a7c64c8a..cc30058afc 100644 --- a/tests/manual/rhi/cubemap_scissor/cubemap_scissor.cpp +++ b/tests/manual/rhi/cubemap_scissor/cubemap_scissor.cpp @@ -77,17 +77,17 @@ struct { void Window::customInit() { d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(cube)); - d.vbuf->build(); + d.vbuf->create(); d.releasePool << d.vbuf; d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 64); - d.ubuf->build(); + d.ubuf->create(); d.releasePool << d.ubuf; const QSize cubeMapSize(512, 512); d.tex = m_r->newTexture(QRhiTexture::RGBA8, cubeMapSize, 1, QRhiTexture::CubeMap); d.releasePool << d.tex; - d.tex->build(); + d.tex->create(); d.initialUpdates = m_r->nextResourceUpdateBatch(); d.initialUpdates->uploadStaticBuffer(d.vbuf, cube); @@ -108,7 +108,7 @@ void Window::customInit() d.sampler = m_r->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, QRhiSampler::None, QRhiSampler::Repeat, QRhiSampler::Repeat); d.releasePool << d.sampler; - d.sampler->build(); + d.sampler->create(); d.srb = m_r->newShaderResourceBindings(); d.releasePool << d.srb; @@ -116,7 +116,7 @@ void Window::customInit() QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.ubuf), QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.tex, d.sampler) }); - d.srb->build(); + d.srb->create(); d.ps = m_r->newGraphicsPipeline(); d.releasePool << d.ps; @@ -151,7 +151,7 @@ void Window::customInit() d.ps->setShaderResourceBindings(d.srb); d.ps->setRenderPassDescriptor(m_rp); - d.ps->build(); + d.ps->create(); d.scissorAnimState = 0; } 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); diff --git a/tests/manual/rhi/floattexture/floattexture.cpp b/tests/manual/rhi/floattexture/floattexture.cpp index 0d24860c78..30f61c3e04 100644 --- a/tests/manual/rhi/floattexture/floattexture.cpp +++ b/tests/manual/rhi/floattexture/floattexture.cpp @@ -235,25 +235,25 @@ void Window::customInit() qDebug() << size; 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; d.tex = m_r->newTexture(QRhiTexture::RGBA32F, size); d.releasePool << d.tex; - d.tex->build(); + d.tex->create(); 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; @@ -261,7 +261,7 @@ void Window::customInit() QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.ubuf), QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.tex, d.sampler) }); - d.srb->build(); + d.srb->create(); d.ps = m_r->newGraphicsPipeline(); d.releasePool << d.ps; @@ -280,7 +280,7 @@ 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 = m_r->nextResourceUpdateBatch(); d.initialUpdates->uploadStaticBuffer(d.vbuf, vertexData); diff --git a/tests/manual/rhi/hellominimalcrossgfxtriangle/hellowindow.cpp b/tests/manual/rhi/hellominimalcrossgfxtriangle/hellowindow.cpp index 96a088adf4..308eecd199 100644 --- a/tests/manual/rhi/hellominimalcrossgfxtriangle/hellowindow.cpp +++ b/tests/manual/rhi/hellominimalcrossgfxtriangle/hellowindow.cpp @@ -76,18 +76,18 @@ QShader HelloWindow::getShader(const QString &name) void HelloWindow::customInit() { m_vbuf.reset(m_rhi->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(vertexData))); - m_vbuf->build(); + m_vbuf->create(); m_vbufReady = false; m_ubuf.reset(m_rhi->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 68)); - m_ubuf->build(); + m_ubuf->create(); m_srb.reset(m_rhi->newShaderResourceBindings()); m_srb->setBindings({ QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, m_ubuf.get()) }); - m_srb->build(); + m_srb->create(); m_ps.reset(m_rhi->newGraphicsPipeline()); @@ -120,7 +120,7 @@ void HelloWindow::customInit() m_ps->setShaderResourceBindings(m_srb.get()); m_ps->setRenderPassDescriptor(m_rp.get()); - m_ps->build(); + m_ps->create(); } // called once per frame diff --git a/tests/manual/rhi/hellominimalcrossgfxtriangle/window.cpp b/tests/manual/rhi/hellominimalcrossgfxtriangle/window.cpp index fc7bdff3de..0395ffd8bb 100644 --- a/tests/manual/rhi/hellominimalcrossgfxtriangle/window.cpp +++ b/tests/manual/rhi/hellominimalcrossgfxtriangle/window.cpp @@ -189,7 +189,7 @@ void Window::init() void Window::resizeSwapChain() { - m_hasSwapChain = m_sc->buildOrResize(); // also handles m_ds + m_hasSwapChain = m_sc->createOrResize(); // also handles m_ds const QSize outputSize = m_sc->currentPixelSize(); m_proj = m_rhi->clipSpaceCorrMatrix(); @@ -201,7 +201,7 @@ void Window::releaseSwapChain() { if (m_hasSwapChain) { m_hasSwapChain = false; - m_sc->release(); + m_sc->destroy(); } } diff --git a/tests/manual/rhi/instancing/instancing.cpp b/tests/manual/rhi/instancing/instancing.cpp index bdafbd81bc..9aafadc1b6 100644 --- a/tests/manual/rhi/instancing/instancing.cpp +++ b/tests/manual/rhi/instancing/instancing.cpp @@ -78,18 +78,18 @@ void Window::customInit() d.initialUpdates = m_r->nextResourceUpdateBatch(); d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(cube)); - d.vbuf->build(); + d.vbuf->create(); d.releasePool << d.vbuf; d.initialUpdates->uploadStaticBuffer(d.vbuf, cube); // translation + color (vec3 + vec3), interleaved, for each instance d.instBuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, INSTANCE_COUNT * 6 * sizeof(float)); - d.instBuf->build(); + d.instBuf->create(); d.releasePool << d.instBuf; d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 64 + 12); - d.ubuf->build(); + d.ubuf->create(); d.releasePool << d.ubuf; d.srb = m_r->newShaderResourceBindings(); @@ -97,7 +97,7 @@ void Window::customInit() d.srb->setBindings({ QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage, d.ubuf) }); - d.srb->build(); + d.srb->create(); d.ps = m_r->newGraphicsPipeline(); d.releasePool << d.ps; @@ -118,7 +118,7 @@ void Window::customInit() d.ps->setVertexInputLayout(inputLayout); d.ps->setShaderResourceBindings(d.srb); d.ps->setRenderPassDescriptor(m_rp); - d.ps->build(); + d.ps->create(); QByteArray instData; instData.resize(INSTANCE_COUNT * 6 * sizeof(float)); diff --git a/tests/manual/rhi/mrt/mrt.cpp b/tests/manual/rhi/mrt/mrt.cpp index dfec5bb1d1..5f36455386 100644 --- a/tests/manual/rhi/mrt/mrt.cpp +++ b/tests/manual/rhi/mrt/mrt.cpp @@ -107,27 +107,27 @@ void Window::customInit() qWarning("MRT is not supported"); d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(quadVertexData) + sizeof(triangleData)); - d.vbuf->build(); + d.vbuf->create(); d.releasePool << d.vbuf; d.ibuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::IndexBuffer, sizeof(quadIndexData)); - d.ibuf->build(); + d.ibuf->create(); d.releasePool << d.ibuf; const int oneRoundedUniformBlockSize = m_r->ubufAligned(68); d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, oneRoundedUniformBlockSize * ATTCOUNT); - d.ubuf->build(); + d.ubuf->create(); d.releasePool << d.ubuf; 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(); for (int i = 0; i < ATTCOUNT; ++i) { QRhiTexture *tex = m_r->newTexture(QRhiTexture::RGBA8, QSize(512, 512), 1, QRhiTexture::RenderTarget); d.releasePool << tex; - tex->build(); + tex->create(); QRhiShaderResourceBindings *srb = m_r->newShaderResourceBindings(); d.releasePool << srb; @@ -136,7 +136,7 @@ void Window::customInit() d.ubuf, i * oneRoundedUniformBlockSize, 68), QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, tex, d.sampler) }); - srb->build(); + srb->create(); d.colData[i].tex = tex; d.colData[i].srb = srb; @@ -152,7 +152,7 @@ void Window::customInit() d.rtRp = d.rt->newCompatibleRenderPassDescriptor(); d.releasePool << d.rtRp; d.rt->setRenderPassDescriptor(d.rtRp); - d.rt->build(); + d.rt->create(); d.ps = m_r->newGraphicsPipeline(); d.releasePool << d.ps; @@ -171,7 +171,7 @@ void Window::customInit() d.ps->setVertexInputLayout(inputLayout); d.ps->setShaderResourceBindings(d.colData[0].srb); // all of them are layout-compatible d.ps->setRenderPassDescriptor(m_rp); - d.ps->build(); + d.ps->create(); d.initialUpdates = m_r->nextResourceUpdateBatch(); d.initialUpdates->uploadStaticBuffer(d.vbuf, 0, sizeof(quadVertexData), quadVertexData); @@ -185,14 +185,14 @@ void Window::customInit() // triangle 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.triPs = m_r->newGraphicsPipeline(); d.releasePool << d.triPs; @@ -214,7 +214,7 @@ void Window::customInit() d.triPs->setVertexInputLayout(inputLayout); d.triPs->setShaderResourceBindings(d.triSrb); d.triPs->setRenderPassDescriptor(d.rtRp); - d.triPs->build(); + d.triPs->create(); d.triBaseMvp = m_r->clipSpaceCorrMatrix(); d.triBaseMvp.perspective(45.0f, d.rt->pixelSize().width() / float(d.rt->pixelSize().height()), 0.01f, 1000.0f); diff --git a/tests/manual/rhi/msaarenderbuffer/msaarenderbuffer.cpp b/tests/manual/rhi/msaarenderbuffer/msaarenderbuffer.cpp index 27dabb2276..9ce6c3ec5e 100644 --- a/tests/manual/rhi/msaarenderbuffer/msaarenderbuffer.cpp +++ b/tests/manual/rhi/msaarenderbuffer/msaarenderbuffer.cpp @@ -97,25 +97,25 @@ struct { void Window::customInit() { d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(vertexData) + sizeof(triangleData)); - 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; d.rb = m_r->newRenderBuffer(QRhiRenderBuffer::Color, QSize(512, 512), 4); // 4x MSAA - d.rb->build(); + d.rb->create(); d.releasePool << d.rb; // the non-msaa texture that will be the destination in the resolve d.tex = m_r->newTexture(QRhiTexture::RGBA8, d.rb->pixelSize(), 1, QRhiTexture::RenderTarget); d.releasePool << d.tex; - d.tex->build(); + d.tex->create(); // rb is multisample, instead of writing out the msaa data into it, // resolve into d.tex at the end of each render pass @@ -129,18 +129,18 @@ void Window::customInit() d.rtRp = d.rt->newCompatibleRenderPassDescriptor(); d.releasePool << d.rtRp; d.rt->setRenderPassDescriptor(d.rtRp); - d.rt->build(); + d.rt->create(); 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.triPs = m_r->newGraphicsPipeline(); d.releasePool << d.triPs; @@ -160,12 +160,12 @@ void Window::customInit() d.triPs->setVertexInputLayout(inputLayout); d.triPs->setShaderResourceBindings(d.triSrb); d.triPs->setRenderPassDescriptor(d.rtRp); - d.triPs->build(); + d.triPs->create(); 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; @@ -173,7 +173,7 @@ void Window::customInit() QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.ubuf), QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.tex, d.sampler) }); - d.srb->build(); + d.srb->create(); d.ps = m_r->newGraphicsPipeline(); d.releasePool << d.ps; @@ -191,7 +191,7 @@ 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 = m_r->nextResourceUpdateBatch(); d.initialUpdates->uploadStaticBuffer(d.vbuf, 0, sizeof(vertexData), vertexData); 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() diff --git a/tests/manual/rhi/multiwindow/multiwindow.cpp b/tests/manual/rhi/multiwindow/multiwindow.cpp index 5fb5bb22ab..c5c667fe57 100644 --- a/tests/manual/rhi/multiwindow/multiwindow.cpp +++ b/tests/manual/rhi/multiwindow/multiwindow.cpp @@ -201,14 +201,14 @@ void ensureSharedResources(QRhiRenderPassDescriptor *rp) { if (!d.vbuf) { d.vbuf = r.r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(vertexData)); - d.vbuf->build(); + d.vbuf->create(); d.initialUpdates = r.r->nextResourceUpdateBatch(); d.initialUpdates->uploadStaticBuffer(d.vbuf, vertexData); } if (!d.ubuf) { d.ubuf = r.r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 68); - d.ubuf->build(); + d.ubuf->create(); } if (!d.srb) { @@ -216,7 +216,7 @@ void ensureSharedResources(QRhiRenderPassDescriptor *rp) d.srb->setBindings({ QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, d.ubuf) }); - d.srb->build(); + d.srb->create(); } if (!d.ps) { @@ -251,7 +251,7 @@ void ensureSharedResources(QRhiRenderPassDescriptor *rp) d.ps->setShaderResourceBindings(d.srb); d.ps->setRenderPassDescriptor(rp); - d.ps->build(); + d.ps->create(); } } @@ -427,7 +427,7 @@ void Window::releaseResources() void Window::resizeSwapChain() { - m_hasSwapChain = m_sc->buildOrResize(); + m_hasSwapChain = m_sc->createOrResize(); const QSize outputSize = m_sc->currentPixelSize(); m_proj = r.r->clipSpaceCorrMatrix(); @@ -439,7 +439,7 @@ void Window::releaseSwapChain() { if (m_hasSwapChain) { m_hasSwapChain = false; - m_sc->release(); + m_sc->destroy(); } } diff --git a/tests/manual/rhi/multiwindow_threaded/multiwindow_threaded.cpp b/tests/manual/rhi/multiwindow_threaded/multiwindow_threaded.cpp index 75a1590d94..e271b2e8ac 100644 --- a/tests/manual/rhi/multiwindow_threaded/multiwindow_threaded.cpp +++ b/tests/manual/rhi/multiwindow_threaded/multiwindow_threaded.cpp @@ -453,21 +453,21 @@ void Renderer::init() m_vbuf = r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(cube)); m_releasePool << m_vbuf; - m_vbuf->build(); + m_vbuf->create(); m_ubuf = r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 64 + 4); m_releasePool << m_ubuf; - m_ubuf->build(); + m_ubuf->create(); QImage image = QImage(QLatin1String(":/qt256.png")).convertToFormat(QImage::Format_RGBA8888); m_tex = r->newTexture(QRhiTexture::RGBA8, image.size()); m_releasePool << m_tex; - m_tex->build(); + m_tex->create(); m_sampler = r->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, QRhiSampler::None, QRhiSampler::ClampToEdge, QRhiSampler::ClampToEdge); m_releasePool << m_sampler; - m_sampler->build(); + m_sampler->create(); m_srb = r->newShaderResourceBindings(); m_releasePool << m_srb; @@ -475,7 +475,7 @@ void Renderer::init() QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, m_ubuf), QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, m_tex, m_sampler) }); - m_srb->build(); + m_srb->create(); m_ps = r->newGraphicsPipeline(); m_releasePool << m_ps; @@ -506,7 +506,7 @@ void Renderer::init() m_ps->setShaderResourceBindings(m_srb); m_ps->setRenderPassDescriptor(m_rp); - m_ps->build(); + m_ps->create(); m_initialUpdates = r->nextResourceUpdateBatch(); @@ -522,7 +522,7 @@ void Renderer::releaseSwapChain() { if (m_hasSwapChain) { m_hasSwapChain = false; - m_sc->release(); + m_sc->destroy(); } } @@ -543,7 +543,7 @@ void Renderer::render(bool newlyExposed, bool wakeBeforePresent) auto buildOrResizeSwapChain = [this] { qDebug() << "renderer" << this << "build or resize swapchain for window" << window; - m_hasSwapChain = m_sc->buildOrResize(); + m_hasSwapChain = m_sc->createOrResize(); const QSize outputSize = m_sc->currentPixelSize(); qDebug() << " size is" << outputSize; m_proj = r->clipSpaceCorrMatrix(); diff --git a/tests/manual/rhi/offscreen/offscreen.cpp b/tests/manual/rhi/offscreen/offscreen.cpp index 31c0632be1..2e2f505efb 100644 --- a/tests/manual/rhi/offscreen/offscreen.cpp +++ b/tests/manual/rhi/offscreen/offscreen.cpp @@ -228,27 +228,27 @@ int main(int argc, char **argv) qFatal("Failed to initialize RHI"); QRhiTexture *tex = r->newTexture(QRhiTexture::RGBA8, QSize(1280, 720), 1, QRhiTexture::RenderTarget | QRhiTexture::UsedAsTransferSource); - tex->build(); + tex->create(); QRhiTextureRenderTarget *rt = r->newTextureRenderTarget({ tex }); QRhiRenderPassDescriptor *rp = rt->newCompatibleRenderPassDescriptor(); rt->setRenderPassDescriptor(rp); - rt->build(); + rt->create(); QMatrix4x4 proj = r->clipSpaceCorrMatrix(); proj.perspective(45.0f, 1280 / 720.f, 0.01f, 1000.0f); proj.translate(0, 0, -4); QRhiBuffer *vbuf = r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(vertexData)); - vbuf->build(); + vbuf->create(); QRhiBuffer *ubuf = r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 68); - ubuf->build(); + ubuf->create(); QRhiShaderResourceBindings *srb = r->newShaderResourceBindings(); srb->setBindings({ QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, ubuf) }); - srb->build(); + srb->create(); QRhiGraphicsPipeline *ps = r->newGraphicsPipeline(); @@ -280,7 +280,7 @@ int main(int argc, char **argv) ps->setVertexInputLayout(inputLayout); ps->setShaderResourceBindings(srb); ps->setRenderPassDescriptor(rp); - ps->build(); + ps->create(); int frame = 0; for (; frame < 20; ++frame) { diff --git a/tests/manual/rhi/shadowmap/shadowmap.cpp b/tests/manual/rhi/shadowmap/shadowmap.cpp index 424a8b3783..d6c5142854 100644 --- a/tests/manual/rhi/shadowmap/shadowmap.cpp +++ b/tests/manual/rhi/shadowmap/shadowmap.cpp @@ -96,34 +96,34 @@ void Window::customInit() qFatal("Depth texture is not supported"); d.vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(quadVertexData) + sizeof(cube)); - d.vbuf->build(); + d.vbuf->create(); d.releasePool << d.vbuf; d.ibuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::IndexBuffer, sizeof(quadIndexData)); - d.ibuf->build(); + d.ibuf->create(); d.releasePool << d.ibuf; const int oneRoundedUniformBlockSize = m_r->ubufAligned(UBLOCK_SIZE); d.ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, UBUF_SLOTS * oneRoundedUniformBlockSize); - d.ubuf->build(); + d.ubuf->create(); d.releasePool << d.ubuf; d.shadowMap = m_r->newTexture(QRhiTexture::D32F, QSize(1024, 1024), 1, QRhiTexture::RenderTarget); d.releasePool << d.shadowMap; - d.shadowMap->build(); + d.shadowMap->create(); d.shadowSampler = m_r->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, QRhiSampler::None, QRhiSampler::ClampToEdge, QRhiSampler::ClampToEdge); d.releasePool << d.shadowSampler; d.shadowSampler->setTextureCompareOp(QRhiSampler::Less); - d.shadowSampler->build(); + d.shadowSampler->create(); d.srb = m_r->newShaderResourceBindings(); d.releasePool << d.srb; const QRhiShaderResourceBinding::StageFlags stages = QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage; d.srb->setBindings({ QRhiShaderResourceBinding::uniformBufferWithDynamicOffset(0, stages, d.ubuf, UBLOCK_SIZE), QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, d.shadowMap, d.shadowSampler) }); - d.srb->build(); + d.srb->create(); d.ps = m_r->newGraphicsPipeline(); d.releasePool << d.ps; @@ -144,7 +144,7 @@ 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 = m_r->nextResourceUpdateBatch(); d.initialUpdates->uploadStaticBuffer(d.vbuf, 0, sizeof(quadVertexData), quadVertexData); @@ -158,12 +158,12 @@ void Window::customInit() d.rtRp = d.rt->newCompatibleRenderPassDescriptor(); d.releasePool << d.rtRp; d.rt->setRenderPassDescriptor(d.rtRp); - d.rt->build(); + d.rt->create(); d.shadowSrb = m_r->newShaderResourceBindings(); d.releasePool << d.shadowSrb; d.shadowSrb->setBindings({ QRhiShaderResourceBinding::uniformBufferWithDynamicOffset(0, stages, d.ubuf, SHADOW_UBLOCK_SIZE) }); - d.shadowSrb->build(); + d.shadowSrb->create(); d.shadowPs = m_r->newGraphicsPipeline(); d.releasePool << d.shadowPs; @@ -182,7 +182,7 @@ void Window::customInit() d.shadowPs->setVertexInputLayout(inputLayout); d.shadowPs->setShaderResourceBindings(d.shadowSrb); d.shadowPs->setRenderPassDescriptor(d.rtRp); - d.shadowPs->build(); + d.shadowPs->create(); } void Window::customRelease() diff --git a/tests/manual/rhi/shared/examplefw.h b/tests/manual/rhi/shared/examplefw.h index 84895cf530..880efb546e 100644 --- a/tests/manual/rhi/shared/examplefw.h +++ b/tests/manual/rhi/shared/examplefw.h @@ -347,7 +347,7 @@ void Window::releaseResources() void Window::resizeSwapChain() { - m_hasSwapChain = m_sc->buildOrResize(); // also handles m_ds + m_hasSwapChain = m_sc->createOrResize(); // also handles m_ds m_frameCount = 0; m_timer.restart(); @@ -362,7 +362,7 @@ void Window::releaseSwapChain() { if (m_hasSwapChain) { m_hasSwapChain = false; - m_sc->release(); + m_sc->destroy(); } } 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; diff --git a/tests/manual/rhi/triquadcube/quadrenderer.cpp b/tests/manual/rhi/triquadcube/quadrenderer.cpp index 6137fb1b9a..98de7d07e7 100644 --- a/tests/manual/rhi/triquadcube/quadrenderer.cpp +++ b/tests/manual/rhi/triquadcube/quadrenderer.cpp @@ -73,20 +73,20 @@ static quint16 indexData[] = void QuadRenderer::initResources(QRhiRenderPassDescriptor *) { m_vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(vertexData)); - m_vbuf->build(); + m_vbuf->create(); m_vbufReady = false; m_ibuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::IndexBuffer, sizeof(indexData)); - m_ibuf->build(); + m_ibuf->create(); m_ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 68); - m_ubuf->build(); + m_ubuf->create(); m_srb = m_r->newShaderResourceBindings(); m_srb->setBindings({ QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, m_ubuf) }); - m_srb->build(); + m_srb->create(); } void QuadRenderer::setPipeline(QRhiGraphicsPipeline *ps) diff --git a/tests/manual/rhi/triquadcube/texturedcuberenderer.cpp b/tests/manual/rhi/triquadcube/texturedcuberenderer.cpp index d8dea6d91f..6492c95104 100644 --- a/tests/manual/rhi/triquadcube/texturedcuberenderer.cpp +++ b/tests/manual/rhi/triquadcube/texturedcuberenderer.cpp @@ -70,12 +70,12 @@ void TexturedCubeRenderer::initResources(QRhiRenderPassDescriptor *rp) { m_vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(cube)); m_vbuf->setName(QByteArrayLiteral("Cube vbuf (textured)")); - m_vbuf->build(); + m_vbuf->create(); m_vbufReady = false; m_ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 64 + 4); m_ubuf->setName(QByteArrayLiteral("Cube ubuf (textured)")); - m_ubuf->build(); + m_ubuf->create(); m_image = QImage(QLatin1String(":/qt256.png")).convertToFormat(QImage::Format_RGBA8888); QRhiTexture::Flags texFlags; @@ -85,18 +85,18 @@ void TexturedCubeRenderer::initResources(QRhiRenderPassDescriptor *rp) texFlags |= QRhiTexture::UsedWithGenerateMips; m_tex = m_r->newTexture(QRhiTexture::RGBA8, QSize(m_image.width(), m_image.height()), 1, texFlags); m_tex->setName(QByteArrayLiteral("Qt texture")); - m_tex->build(); + m_tex->create(); m_sampler = m_r->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, MIPMAP ? QRhiSampler::Linear : QRhiSampler::None, QRhiSampler::ClampToEdge, QRhiSampler::ClampToEdge); - m_sampler->build(); + m_sampler->create(); m_srb = m_r->newShaderResourceBindings(); m_srb->setBindings({ QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, m_ubuf), QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, m_tex, m_sampler) }); - m_srb->build(); + m_srb->create(); m_ps = m_r->newGraphicsPipeline(); @@ -139,7 +139,7 @@ void TexturedCubeRenderer::initResources(QRhiRenderPassDescriptor *rp) m_ps->setShaderResourceBindings(m_srb); m_ps->setRenderPassDescriptor(rp); - m_ps->build(); + m_ps->create(); } void TexturedCubeRenderer::resize(const QSize &pixelSize) diff --git a/tests/manual/rhi/triquadcube/triangleoncuberenderer.cpp b/tests/manual/rhi/triquadcube/triangleoncuberenderer.cpp index 3a58eed6ce..18f4828a01 100644 --- a/tests/manual/rhi/triquadcube/triangleoncuberenderer.cpp +++ b/tests/manual/rhi/triquadcube/triangleoncuberenderer.cpp @@ -78,12 +78,12 @@ void TriangleOnCubeRenderer::initResources(QRhiRenderPassDescriptor *rp) { m_vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(cube)); m_vbuf->setName(QByteArrayLiteral("Cube vbuf (textured with offscreen)")); - m_vbuf->build(); + m_vbuf->create(); m_vbufReady = false; m_ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 64 + 4); m_ubuf->setName(QByteArrayLiteral("Cube ubuf (textured with offscreen)")); - m_ubuf->build(); + m_ubuf->create(); if (IMAGE_UNDER_OFFSCREEN_RENDERING) { m_image = QImage(QLatin1String(":/qt256.png")).scaled(OFFSCREEN_SIZE).convertToFormat(QImage::Format_RGBA8888); @@ -93,34 +93,34 @@ void TriangleOnCubeRenderer::initResources(QRhiRenderPassDescriptor *rp) m_tex = m_r->newTexture(QRhiTexture::RGBA8, OFFSCREEN_SIZE, 1, QRhiTexture::RenderTarget); m_tex->setName(QByteArrayLiteral("Texture for offscreen content")); - m_tex->build(); + m_tex->create(); if (MRT) { m_tex2 = m_r->newTexture(QRhiTexture::RGBA8, OFFSCREEN_SIZE, 1, QRhiTexture::RenderTarget); - m_tex2->build(); + m_tex2->create(); } if (DS_ATT) { m_offscreenTriangle.setDepthWrite(true); m_ds = m_r->newRenderBuffer(QRhiRenderBuffer::DepthStencil, m_tex->pixelSize()); - m_ds->build(); + m_ds->create(); } if (DEPTH_TEXTURE) { m_offscreenTriangle.setDepthWrite(true); m_depthTex = m_r->newTexture(QRhiTexture::D32F, OFFSCREEN_SIZE, 1, QRhiTexture::RenderTarget); - m_depthTex->build(); + m_depthTex->create(); } m_sampler = m_r->newSampler(QRhiSampler::Linear, QRhiSampler::Linear, QRhiSampler::None, QRhiSampler::ClampToEdge, QRhiSampler::ClampToEdge); - m_sampler->build(); + m_sampler->create(); m_srb = m_r->newShaderResourceBindings(); m_srb->setBindings({ QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, m_ubuf), QRhiShaderResourceBinding::sampledTexture(1, QRhiShaderResourceBinding::FragmentStage, m_tex, m_sampler) }); - m_srb->build(); + m_srb->create(); m_ps = m_r->newGraphicsPipeline(); @@ -156,7 +156,7 @@ void TriangleOnCubeRenderer::initResources(QRhiRenderPassDescriptor *rp) m_ps->setShaderResourceBindings(m_srb); m_ps->setRenderPassDescriptor(rp); - m_ps->build(); + m_ps->create(); QRhiTextureRenderTarget::Flags rtFlags; if (IMAGE_UNDER_OFFSCREEN_RENDERING) @@ -184,7 +184,7 @@ void TriangleOnCubeRenderer::initResources(QRhiRenderPassDescriptor *rp) m_rp = m_rt->newCompatibleRenderPassDescriptor(); m_rt->setRenderPassDescriptor(m_rp); - m_rt->build(); + m_rt->create(); m_offscreenTriangle.setRhi(m_r); m_offscreenTriangle.initResources(m_rp); diff --git a/tests/manual/rhi/triquadcube/trianglerenderer.cpp b/tests/manual/rhi/triquadcube/trianglerenderer.cpp index 5d932aea52..a57a5242bb 100644 --- a/tests/manual/rhi/triquadcube/trianglerenderer.cpp +++ b/tests/manual/rhi/triquadcube/trianglerenderer.cpp @@ -77,18 +77,18 @@ void TriangleRenderer::initResources(QRhiRenderPassDescriptor *rp) m_vbuf = m_r->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, sizeof(vertexData)); #endif m_vbuf->setName(QByteArrayLiteral("Triangle vbuf")); - m_vbuf->build(); + m_vbuf->create(); m_vbufReady = false; m_ubuf = m_r->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, 68); m_ubuf->setName(QByteArrayLiteral("Triangle ubuf")); - m_ubuf->build(); + m_ubuf->create(); m_srb = m_r->newShaderResourceBindings(); m_srb->setBindings({ QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::VertexStage | QRhiShaderResourceBinding::FragmentStage, m_ubuf) }); - m_srb->build(); + m_srb->create(); m_ps = m_r->newGraphicsPipeline(); @@ -129,7 +129,7 @@ void TriangleRenderer::initResources(QRhiRenderPassDescriptor *rp) m_ps->setShaderResourceBindings(m_srb); m_ps->setRenderPassDescriptor(rp); - m_ps->build(); + m_ps->create(); } void TriangleRenderer::resize(const QSize &pixelSize) @@ -162,7 +162,7 @@ void TriangleRenderer::queueResourceUpdates(QRhiResourceUpdateBatch *resourceUpd // to exercise setShaderResources' built-in smartness if (!(messWithBufferTrigger & 1)) { m_ubuf->release(); - m_ubuf->build(); + m_ubuf->create(); } ++messWithBufferTrigger; #endif -- cgit v1.2.3