rhi manual tests: Prevent warnings with MSVC
The QPair changes trigger warnings about size_t vs. quint32. We made offsets and sizes 32-bit in the QRhi API to emphasize that some of the graphics APIs are using 32-bit sizes still. It's a bit unfortunate that pairs now generate warnings when the size does not match. Just cast as needed. Change-Id: I88504eed8be6f4bdb2205b3671e2c2a9db9fcb1e Reviewed-by: Eirik Aavitsland <eirik.aavitsland@qt.io>bb10
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ed231455cc
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9b8d4a9e45
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@ -191,7 +191,7 @@ void Window::customRender()
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cb->setShaderResources();
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const QRhiCommandBuffer::VertexInput vbufBindings[] = {
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{ d.vbuf, 0 },
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{ d.vbuf, 36 * 3 * sizeof(float) }
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{ d.vbuf, quint32(36 * 3 * sizeof(float)) }
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};
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cb->setVertexInput(0, 2, vbufBindings);
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cb->draw(36);
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@ -204,7 +204,7 @@ void Window::customRender()
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cb->setShaderResources();
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const QRhiCommandBuffer::VertexInput vbufBindings[] = {
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{ d.vbuf, 0 },
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{ d.vbuf, 36 * 3 * sizeof(float) }
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{ d.vbuf, quint32(36 * 3 * sizeof(float)) }
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};
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cb->setVertexInput(0, 2, vbufBindings);
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cb->draw(36);
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@ -166,7 +166,7 @@ void Window::customInit()
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});
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inputLayout.setAttributes({
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{ 0, 0, QRhiVertexInputAttribute::Float2, 0 },
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{ 0, 1, QRhiVertexInputAttribute::Float2, 2 * sizeof(float) }
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{ 0, 1, QRhiVertexInputAttribute::Float2, quint32(2 * sizeof(float)) }
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});
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d.ps->setVertexInputLayout(inputLayout);
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d.ps->setShaderResourceBindings(d.colData[0].srb); // all of them are layout-compatible
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@ -209,7 +209,7 @@ void Window::customInit()
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});
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inputLayout.setAttributes({
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{ 0, 0, QRhiVertexInputAttribute::Float2, 0 },
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{ 0, 1, QRhiVertexInputAttribute::Float3, 2 * sizeof(float) }
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{ 0, 1, QRhiVertexInputAttribute::Float3, quint32(2 * sizeof(float)) }
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});
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d.triPs->setVertexInputLayout(inputLayout);
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d.triPs->setShaderResourceBindings(d.triSrb);
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@ -248,7 +248,7 @@ void Window::customRender()
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cb->setGraphicsPipeline(d.triPs);
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cb->setViewport({ 0, 0, float(d.rt->pixelSize().width()), float(d.rt->pixelSize().height()) });
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cb->setShaderResources();
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QRhiCommandBuffer::VertexInput vbufBinding(d.vbuf, sizeof(quadVertexData));
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QRhiCommandBuffer::VertexInput vbufBinding(d.vbuf, quint32(sizeof(quadVertexData)));
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cb->setVertexInput(0, 1, &vbufBinding);
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cb->draw(3);
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cb->endPass();
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@ -155,7 +155,7 @@ void Window::customInit()
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});
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inputLayout.setAttributes({
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{ 0, 0, QRhiVertexInputAttribute::Float2, 0 },
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{ 0, 1, QRhiVertexInputAttribute::Float3, 2 * sizeof(float) }
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{ 0, 1, QRhiVertexInputAttribute::Float3, quint32(2 * sizeof(float)) }
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});
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d.triPs->setVertexInputLayout(inputLayout);
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d.triPs->setShaderResourceBindings(d.triSrb);
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@ -186,7 +186,7 @@ void Window::customInit()
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});
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inputLayout.setAttributes({
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{ 0, 0, QRhiVertexInputAttribute::Float2, 0 },
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{ 0, 1, QRhiVertexInputAttribute::Float2, 2 * sizeof(float) }
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{ 0, 1, QRhiVertexInputAttribute::Float2, quint32(2 * sizeof(float)) }
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});
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d.ps->setVertexInputLayout(inputLayout);
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d.ps->setShaderResourceBindings(d.srb);
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@ -241,7 +241,7 @@ void Window::customRender()
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cb->setGraphicsPipeline(d.triPs);
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cb->setViewport({ 0, 0, float(d.rb->pixelSize().width()), float(d.rb->pixelSize().height()) });
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cb->setShaderResources();
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QRhiCommandBuffer::VertexInput vbufBinding(d.vbuf, sizeof(vertexData));
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QRhiCommandBuffer::VertexInput vbufBinding(d.vbuf, quint32(sizeof(vertexData)));
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cb->setVertexInput(0, 1, &vbufBinding);
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cb->draw(3);
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cb->endPass();
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@ -171,7 +171,7 @@ void Window::customInit()
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inputLayout.setBindings({ { 4 * sizeof(float) } });
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inputLayout.setAttributes({
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{ 0, 0, QRhiVertexInputAttribute::Float2, 0 },
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{ 0, 1, QRhiVertexInputAttribute::Float2, 2 * sizeof(float) }
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{ 0, 1, QRhiVertexInputAttribute::Float2, quint32(2 * sizeof(float)) }
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});
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d.psLeft->setVertexInputLayout(inputLayout);
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d.psLeft->setShaderResourceBindings(d.srbLeft);
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@ -227,7 +227,7 @@ void Window::customInit()
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});
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inputLayout.setAttributes({
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{ 0, 0, QRhiVertexInputAttribute::Float2, 0 },
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{ 0, 1, QRhiVertexInputAttribute::Float3, 2 * sizeof(float) }
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{ 0, 1, QRhiVertexInputAttribute::Float3, quint32(2 * sizeof(float)) }
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});
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d.triPs->setVertexInputLayout(inputLayout);
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d.triPs->setShaderResourceBindings(d.triSrb);
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@ -299,7 +299,7 @@ void Window::customRender()
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cb->setGraphicsPipeline(d.triPs);
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cb->setViewport({ 0, 0, float(d.msaaTex->pixelSize().width()), float(d.msaaTex->pixelSize().height()) });
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cb->setShaderResources();
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QRhiCommandBuffer::VertexInput vbufBinding(d.vbuf, sizeof(vertexData));
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QRhiCommandBuffer::VertexInput vbufBinding(d.vbuf, quint32(sizeof(vertexData)));
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cb->setVertexInput(0, 1, &vbufBinding);
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cb->draw(3);
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cb->endPass();
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@ -613,7 +613,7 @@ void Renderer::render(bool newlyExposed, bool wakeBeforePresent)
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cb->setShaderResources();
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const QRhiCommandBuffer::VertexInput vbufBindings[] = {
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{ m_vbuf, 0 },
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{ m_vbuf, 36 * 3 * sizeof(float) }
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{ m_vbuf, quint32(36 * 3 * sizeof(float)) }
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};
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cb->setVertexInput(0, 2, vbufBindings);
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cb->draw(36);
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@ -302,7 +302,7 @@ void Window::customRender()
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cb->setShaderResources();
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const QRhiCommandBuffer::VertexInput vbufBindings[] = {
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{ d.vbuf, 0 },
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{ d.vbuf, 36 * 3 * sizeof(float) }
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{ d.vbuf, quint32(36 * 3 * sizeof(float)) }
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};
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cb->setVertexInput(0, 2, vbufBindings);
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cb->draw(36);
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@ -217,7 +217,7 @@ void TexturedCubeRenderer::queueDraw(QRhiCommandBuffer *cb, const QSize &outputS
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cb->setShaderResources();
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const QRhiCommandBuffer::VertexInput vbufBindings[] = {
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{ m_vbuf, 0 },
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{ m_vbuf, 36 * 3 * sizeof(float) }
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{ m_vbuf, quint32(36 * 3 * sizeof(float)) }
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};
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cb->setVertexInput(0, 2, vbufBindings);
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cb->draw(36);
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@ -285,7 +285,7 @@ void TriangleOnCubeRenderer::queueDraw(QRhiCommandBuffer *cb, const QSize &outpu
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cb->setShaderResources();
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const QRhiCommandBuffer::VertexInput vbufBindings[] = {
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{ m_vbuf, 0 },
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{ m_vbuf, 36 * 3 * sizeof(float) }
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{ m_vbuf, quint32(36 * 3 * sizeof(float)) }
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};
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cb->setVertexInput(0, 2, vbufBindings);
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cb->draw(36);
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