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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 two SubRenderPasses in the same main pass each acquire a unique
// userPassData slot. The cube on Layer0 should appear red (SubPass1 override)
// and the sphere on Layer1 should appear blue (SubPass2 override).
// If the index fix is broken both would use the same slot and one color would
// overwrite the other.
Rectangle {
width: 400
height: 400
color: "black"
View3D {
anchors.fill: parent
renderOverrides: View3D.DisableInternalPasses
camera: camera
PerspectiveCamera {
id: camera
position: Qt.vector3d(0, 0, 400)
fieldOfView: 90
}
DefaultMaterial { id: redMat; lighting: DefaultMaterial.NoLighting; diffuseColor: "red" }
DefaultMaterial { id: blueMat; lighting: DefaultMaterial.NoLighting; diffuseColor: "blue" }
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: redMat
commands: [
RenderablesFilter { layerMask: ContentLayer.Layer0 }
]
}
},
SubRenderPass {
renderPass: RenderPass {
materialMode: RenderPass.OverrideMaterial
overrideMaterial: blueMat
commands: [
RenderablesFilter { layerMask: ContentLayer.Layer1 }
]
}
}
]
}
SimpleQuadRenderer {
texture: Texture {
textureProvider: RenderOutputProvider {
textureSource: RenderOutputProvider.UserPassTexture
renderPass: mainPass
}
}
}
Model {
source: "#Cube"
x: -150
scale: Qt.vector3d(2, 2, 2)
eulerRotation.y: 30
layers: ContentLayer.Layer0
materials: PrincipledMaterial { baseColor: "yellow" }
}
Model {
source: "#Sphere"
x: 150
scale: Qt.vector3d(2, 2, 2)
layers: ContentLayer.Layer1
materials: PrincipledMaterial { baseColor: "yellow" }
}
}
}