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++ // Copyright (C) 2026 The Qt Company Ltd.
++ // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
++
++ import QtQuick
++ import QtQuick3D
++ import QtQuick3D.Helpers
++
++ // Creates 17 SubRenderPasses in a single main pass, exceeding the maximum of
++ // 16 user pass slots (QSSGUserRenderPassManager::maxUserPassSlots()).
++ // The 17th pass should be silently skipped with a warning emitted via qWarning.
++ // The test verifies no crash occurs.
++
++ Rectangle {
++ width: 100
++ height: 100
++ color: "black"
++
++ View3D {
++ anchors.fill: parent
++ renderOverrides: View3D.DisableInternalPasses
++
++ camera: camera
++
++ PerspectiveCamera {
++ id: camera
++ position: Qt.vector3d(0, 0, 600)
++ }
++
++ DefaultMaterial { id: mat; lighting: DefaultMaterial.NoLighting; diffuseColor: "green" }
++
++ RenderPassTexture { id: colorBuffer; format: RenderPassTexture.RGBA16F }
++
++ RenderPass {
++ id: mainPass
++ clearColor: Qt.rgba(0, 0, 0, 1)
++ commands: [
++ ColorAttachment { target: colorBuffer },
++ DepthStencilAttachment { },
++ RenderablesFilter { renderableTypes: RenderablesFilter.None },
++
++ SubRenderPass { renderPass: RenderPass { materialMode: RenderPass.OverrideMaterial; overrideMaterial: mat } },
++ SubRenderPass { renderPass: RenderPass { materialMode: RenderPass.OverrideMaterial; overrideMaterial: mat } },
++ SubRenderPass { renderPass: RenderPass { materialMode: RenderPass.OverrideMaterial; overrideMaterial: mat } },
++ SubRenderPass { renderPass: RenderPass { materialMode: RenderPass.OverrideMaterial; overrideMaterial: mat } },
++ SubRenderPass { renderPass: RenderPass { materialMode: RenderPass.OverrideMaterial; overrideMaterial: mat } },
++ SubRenderPass { renderPass: RenderPass { materialMode: RenderPass.OverrideMaterial; overrideMaterial: mat } },
++ SubRenderPass { renderPass: RenderPass { materialMode: RenderPass.OverrideMaterial; overrideMaterial: mat } },
++ SubRenderPass { renderPass: RenderPass { materialMode: RenderPass.OverrideMaterial; overrideMaterial: mat } },
++ SubRenderPass { renderPass: RenderPass { materialMode: RenderPass.OverrideMaterial; overrideMaterial: mat } },
++ SubRenderPass { renderPass: RenderPass { materialMode: RenderPass.OverrideMaterial; overrideMaterial: mat } },
++ SubRenderPass { renderPass: RenderPass { materialMode: RenderPass.OverrideMaterial; overrideMaterial: mat } },
++ SubRenderPass { renderPass: RenderPass { materialMode: RenderPass.OverrideMaterial; overrideMaterial: mat } },
++ SubRenderPass { renderPass: RenderPass { materialMode: RenderPass.OverrideMaterial; overrideMaterial: mat } },
++ SubRenderPass { renderPass: RenderPass { materialMode: RenderPass.OverrideMaterial; overrideMaterial: mat } },
++ SubRenderPass { renderPass: RenderPass { materialMode: RenderPass.OverrideMaterial; overrideMaterial: mat } },
++ SubRenderPass { renderPass: RenderPass { materialMode: RenderPass.OverrideMaterial; overrideMaterial: mat } },
++ SubRenderPass { renderPass: RenderPass { materialMode: RenderPass.OverrideMaterial; overrideMaterial: mat } }
++ ]
++ }
++
++ SimpleQuadRenderer {
++ texture: Texture {
++ textureProvider: RenderOutputProvider {
++ textureSource: RenderOutputProvider.UserPassTexture
++ renderPass: mainPass
++ }
++ }
++ }
++
++ Model {
++ source: "#Sphere"
++ scale: Qt.vector3d(1.5, 1.5, 1.5)
++ materials: PrincipledMaterial { baseColor: "yellow" }
++ }
++ }
++ }