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authorLaszlo Agocs <laszlo.agocs@theqtcompany.com>2016-05-26 16:04:03 +0200
committerLaszlo Agocs <laszlo.agocs@theqtcompany.com>2016-06-01 10:32:18 +0000
commit1c6d4353f742a740e54b234db4d7b8913d515376 (patch)
tree2b0a7602cd96345240f3b021e4453ca560e932c1 /tests/manual/nodetypes
parenta6d3e3afcdd8f08893cff4deed7e866a5daf3cbd (diff)
One GraphicsInfo to rule them all
Rename RendererInfo to GraphicsInfo. Deprecate OpenGLInfo and move the surface format properties into GraphicsInfo. Move also the shader info properties from ShaderEffect. Change-Id: I3b3f01080e059b3a30a132fd67de19a4bfca54ef Reviewed-by: Andy Nichols <andy.nichols@qt.io>
Diffstat (limited to 'tests/manual/nodetypes')
-rw-r--r--tests/manual/nodetypes/Effects.qml17
1 files changed, 8 insertions, 9 deletions
diff --git a/tests/manual/nodetypes/Effects.qml b/tests/manual/nodetypes/Effects.qml
index 4503c49df1..0d16cd1c84 100644
--- a/tests/manual/nodetypes/Effects.qml
+++ b/tests/manual/nodetypes/Effects.qml
@@ -38,7 +38,7 @@
**
****************************************************************************/
-// Use QtQuick 2.8 to get shaderType and the other new properties
+// Use QtQuick 2.8 to get GraphicsInfo and the other new properties
import QtQuick 2.8
Item {
@@ -95,9 +95,9 @@ Item {
property string hlslVertexShaderByteCode: "qrc:/vs_wobble.cso"
property string hlslPixelShaderByteCode: "qrc:/ps_wobble.cso"
- vertexShader: customVertexShader ? (shaderType === ShaderEffect.HLSL ? hlslVertexShaderByteCode : (shaderType === ShaderEffect.GLSL ? glslVertexShader : "")) : ""
+ vertexShader: customVertexShader ? (GraphicsInfo.shaderType === GraphicsInfo.HLSL ? hlslVertexShaderByteCode : (GraphicsInfo.shaderType === GraphicsInfo.GLSL ? glslVertexShader : "")) : ""
- fragmentShader: shaderType === ShaderEffect.HLSL ? hlslPixelShaderByteCode : (shaderType === ShaderEffect.GLSL ? glslFragmentShader : "")
+ fragmentShader: GraphicsInfo.shaderType === GraphicsInfo.HLSL ? hlslPixelShaderByteCode : (GraphicsInfo.shaderType === GraphicsInfo.GLSL ? glslFragmentShader : "")
}
Image {
@@ -157,10 +157,10 @@ Item {
height: eff2.height
property variant delta: Qt.size(1.0 / width, 0.0)
property variant source: effectSource2
- fragmentShader: shaderType === ShaderEffect.HLSL ? "qrc:/ps_shadow1.cso" : (shaderType === ShaderEffect.GLSL ? eff2.glslShaderPass1 : "")
+ fragmentShader: GraphicsInfo.shaderType === GraphicsInfo.HLSL ? "qrc:/ps_shadow1.cso" : (GraphicsInfo.shaderType === GraphicsInfo.GLSL ? eff2.glslShaderPass1 : "")
}
}
- fragmentShader: shaderType === ShaderEffect.HLSL ? "qrc:/ps_shadow1.cso" : (shaderType === ShaderEffect.GLSL ? eff2.glslShaderPass1: "")
+ fragmentShader: GraphicsInfo.shaderType === GraphicsInfo.HLSL ? "qrc:/ps_shadow1.cso" : (GraphicsInfo.shaderType === GraphicsInfo.GLSL ? eff2.glslShaderPass1: "")
}
}
property real angle: 0
@@ -168,7 +168,7 @@ Item {
NumberAnimation on angle { loops: Animation.Infinite; from: 0; to: Math.PI * 2; duration: 6000 }
property variant delta: Qt.size(offset.x / width, offset.y / height)
property real darkness: 0.5
- fragmentShader: shaderType === ShaderEffect.HLSL ? "qrc:/ps_shadow2.cso" : (shaderType === ShaderEffect.GLSL ? glslShaderPass2 : "")
+ fragmentShader: GraphicsInfo.shaderType === GraphicsInfo.HLSL ? "qrc:/ps_shadow2.cso" : (GraphicsInfo.shaderType === GraphicsInfo.GLSL ? glslShaderPass2 : "")
}
Column {
@@ -176,11 +176,10 @@ Item {
Text {
color: "yellow"
font.pointSize: 24
- text: "Shader effect is " + (eff.shaderType === ShaderEffect.HLSL ? "HLSL" : (eff.shaderType === ShaderEffect.GLSL ? "GLSL" : "UNKNOWN")) + " based";
+ text: "Shader effect is " + (GraphicsInfo.shaderType === GraphicsInfo.HLSL ? "HLSL" : (GraphicsInfo.shaderType === GraphicsInfo.GLSL ? "GLSL" : "UNKNOWN")) + " based";
}
Text {
- // check the inner shader effect's properties as those only get updated later on, once a window gets associated
- text: innerEff.shaderType + " " + innerEff.shaderCompilationType + " " + innerEff.shaderSourceType
+ text: GraphicsInfo.shaderType + " " + GraphicsInfo.shaderCompilationType + " " + GraphicsInfo.shaderSourceType
}
}
}