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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
++
++ // Tests that nested SubRenderPasses (a SubRenderPass whose renderPass itself
++ // contains a SubRenderPass) each acquire unique userPassData slots.
++ // The outer pass renders the sphere with its original blue material.
++ // The inner pass re-renders it with a cyan NoLighting override on top
++ // (depth write disabled so it always composites over the outer output).
++ // Expected result: sphere appears cyan, proving the inner sub-pass
++ // got a unique slot and its override material was applied correctly.
++
++ Rectangle {
++ width: 400
++ height: 400
++ color: "black"
++
++ View3D {
++ anchors.fill: parent
++ renderOverrides: View3D.DisableInternalPasses
++
++ camera: camera
++
++ PerspectiveCamera {
++ id: camera
++ position: Qt.vector3d(0, 0, 600)
++ }
++
++ DefaultMaterial {
++ id: cyanMat
++ lighting: DefaultMaterial.NoLighting
++ diffuseColor: "cyan"
++ }
++
++ 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 {
++ // Outer pass: render sphere with its original blue material
++ materialMode: RenderPass.OriginalMaterial
++ commands: [
++ // Inner pass: override with cyan, no depth write so it
++ // always draws on top of the outer pass output
++ SubRenderPass {
++ renderPass: RenderPass {
++ materialMode: RenderPass.OverrideMaterial
++ overrideMaterial: cyanMat
++ commands: [
++ PipelineStateOverride {
++ depthTestEnabled: false
++ depthWriteEnabled: false
++ }
++ ]
++ }
++ }
++ ]
++ }
++ }
++ ]
++ }
++
++ 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: "blue" }
++ }
++ }
++ }