Commit 50cf2be0 by Jamie Madill Committed by Commit Bot

Reformat some style in touched files.

This was triggered by running the code generation script. Bug: angleproject:2665 Change-Id: Id639c78eb618182ee1859678590cf0f559b572c2 Reviewed-on: https://chromium-review.googlesource.com/1101564Reviewed-by: 's avatarOlli Etuaho <oetuaho@nvidia.com> Reviewed-by: 's avatarLuc Ferron <lucferron@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
parent 57707e5f
......@@ -22,7 +22,7 @@ class TSymbolUniqueId
POOL_ALLOCATOR_NEW_DELETE();
explicit TSymbolUniqueId(const TSymbol &symbol);
constexpr TSymbolUniqueId(const TSymbolUniqueId &) = default;
TSymbolUniqueId &operator=(const TSymbolUniqueId &);
TSymbolUniqueId &operator =(const TSymbolUniqueId &);
bool operator==(const TSymbolUniqueId &) const;
constexpr int get() const { return mId; }
......
......@@ -191,7 +191,8 @@ class TType
const TVector<unsigned int> *getArraySizes() const { return mArraySizes; }
unsigned int getArraySizeProduct() const;
bool isUnsizedArray() const;
unsigned int getOutermostArraySize() const {
unsigned int getOutermostArraySize() const
{
ASSERT(isArray());
return mArraySizes->back();
}
......
......@@ -99,7 +99,7 @@ LinkedUniform::LinkedUniform(const LinkedUniform &uniform)
LinkedUniform &LinkedUniform::operator=(const LinkedUniform &uniform)
{
sh::Uniform::operator=(uniform);
sh::Uniform::operator =(uniform);
ActiveVariable::operator=(uniform);
typeInfo = uniform.typeInfo;
bufferIndex = uniform.bufferIndex;
......
......@@ -13,8 +13,8 @@
#include <ShaderLang.h>
// Other glslang includes.
#include <StandAlone/ResourceLimits.h>
#include <SPIRV/GlslangToSpv.h>
#include <StandAlone/ResourceLimits.h>
#include <array>
......
......@@ -10,8 +10,8 @@
#ifndef LIBANGLE_RENDERER_VULKAN_RENDERERVK_H_
#define LIBANGLE_RENDERER_VULKAN_RENDERERVK_H_
#include <memory>
#include <vulkan/vulkan.h>
#include <memory>
#include "common/angleutils.h"
#include "libANGLE/Caps.h"
......
......@@ -26,10 +26,7 @@ class GLSLTest : public ANGLETest
setConfigAlphaBits(8);
}
virtual void SetUp()
{
ANGLETest::SetUp();
}
virtual void SetUp() { ANGLETest::SetUp(); }
std::string GenerateVaryingType(GLint vectorSize)
{
......@@ -57,7 +54,8 @@ class GLSLTest : public ANGLETest
}
else
{
sprintf(buff, "varying %s v%d[%d];\n", GenerateVaryingType(vectorSize).c_str(), id, arraySize);
sprintf(buff, "varying %s v%d[%d];\n", GenerateVaryingType(vectorSize).c_str(), id,
arraySize);
}
return std::string(buff);
......@@ -77,7 +75,8 @@ class GLSLTest : public ANGLETest
{
for (int i = 0; i < arraySize; i++)
{
sprintf(buff, "\t v%d[%d] = %s(1.0);\n", id, i, GenerateVaryingType(vectorSize).c_str());
sprintf(buff, "\t v%d[%d] = %s(1.0);\n", id, i,
GenerateVaryingType(vectorSize).c_str());
returnString += buff;
}
}
......@@ -106,11 +105,22 @@ class GLSLTest : public ANGLETest
}
}
void GenerateGLSLWithVaryings(GLint floatCount, GLint floatArrayCount, GLint vec2Count, GLint vec2ArrayCount, GLint vec3Count, GLint vec3ArrayCount,
GLint vec4Count, GLint vec4ArrayCount, bool useFragCoord, bool usePointCoord, bool usePointSize,
std::string* fragmentShader, std::string* vertexShader)
void GenerateGLSLWithVaryings(GLint floatCount,
GLint floatArrayCount,
GLint vec2Count,
GLint vec2ArrayCount,
GLint vec3Count,
GLint vec3ArrayCount,
GLint vec4Count,
GLint vec4ArrayCount,
bool useFragCoord,
bool usePointCoord,
bool usePointSize,
std::string *fragmentShader,
std::string *vertexShader)
{
// Generate a string declaring the varyings, to share between the fragment shader and the vertex shader.
// Generate a string declaring the varyings, to share between the fragment shader and the
// vertex shader.
std::string varyingDeclaration;
unsigned int varyingCount = 0;
......@@ -317,15 +327,26 @@ class GLSLTest : public ANGLETest
fragmentShader->append(";\n}");
}
void VaryingTestBase(GLint floatCount, GLint floatArrayCount, GLint vec2Count, GLint vec2ArrayCount, GLint vec3Count, GLint vec3ArrayCount,
GLint vec4Count, GLint vec4ArrayCount, bool useFragCoord, bool usePointCoord, bool usePointSize, bool expectSuccess)
void VaryingTestBase(GLint floatCount,
GLint floatArrayCount,
GLint vec2Count,
GLint vec2ArrayCount,
GLint vec3Count,
GLint vec3ArrayCount,
GLint vec4Count,
GLint vec4ArrayCount,
bool useFragCoord,
bool usePointCoord,
bool usePointSize,
bool expectSuccess)
{
std::string fragmentShaderSource;
std::string vertexShaderSource;
GenerateGLSLWithVaryings(floatCount, floatArrayCount, vec2Count, vec2ArrayCount, vec3Count, vec3ArrayCount,
vec4Count, vec4ArrayCount, useFragCoord, usePointCoord, usePointSize,
&fragmentShaderSource, &vertexShaderSource);
GenerateGLSLWithVaryings(floatCount, floatArrayCount, vec2Count, vec2ArrayCount, vec3Count,
vec3ArrayCount, vec4Count, vec4ArrayCount, useFragCoord,
usePointCoord, usePointSize, &fragmentShaderSource,
&vertexShaderSource);
GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
......@@ -478,18 +499,12 @@ class GLSLTestNoValidation : public GLSLTest
class GLSLTest_ES3 : public GLSLTest
{
void SetUp() override
{
ANGLETest::SetUp();
}
void SetUp() override { ANGLETest::SetUp(); }
};
class GLSLTest_ES31 : public GLSLTest
{
void SetUp() override
{
ANGLETest::SetUp();
}
void SetUp() override { ANGLETest::SetUp(); }
};
TEST_P(GLSLTest, NamelessScopedStructs)
......@@ -638,7 +653,7 @@ TEST_P(GLSLTest, ElseIfRewriting)
drawQuad(program, "a_position", 0.5f);
EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255);
EXPECT_PIXEL_EQ(getWindowWidth()-1, 0, 0, 255, 0, 255);
EXPECT_PIXEL_EQ(getWindowWidth() - 1, 0, 0, 255, 0, 255);
}
TEST_P(GLSLTest, TwoElseIfRewriting)
......@@ -1308,15 +1323,16 @@ TEST_P(GLSLTest, MaxVaryingVec2Arrays)
VaryingTestBase(0, 0, 0, maxVec2Arrays, 0, 0, 0, 0, false, false, false, true);
}
// Verify shader source with a fixed length that is less than the null-terminated length will compile.
// Verify shader source with a fixed length that is less than the null-terminated length will
// compile.
TEST_P(GLSLTest, FixedShaderLength)
{
GLuint shader = glCreateShader(GL_FRAGMENT_SHADER);
const std::string appendGarbage = "abcasdfasdfasdfasdfasdf";
const std::string source = "void main() { gl_FragColor = vec4(0, 0, 0, 0); }" + appendGarbage;
const char *sourceArray[1] = { source.c_str() };
GLint lengths[1] = { static_cast<GLint>(source.length() - appendGarbage.length()) };
const char *sourceArray[1] = {source.c_str()};
GLint lengths[1] = {static_cast<GLint>(source.length() - appendGarbage.length())};
glShaderSource(shader, static_cast<GLsizei>(ArraySize(sourceArray)), sourceArray, lengths);
glCompileShader(shader);
......@@ -1331,7 +1347,7 @@ TEST_P(GLSLTest, NegativeShaderLength)
GLuint shader = glCreateShader(GL_FRAGMENT_SHADER);
const char *sourceArray[1] = {essl1_shaders::fs::Red()};
GLint lengths[1] = { -10 };
GLint lengths[1] = {-10};
glShaderSource(shader, static_cast<GLsizei>(ArraySize(sourceArray)), sourceArray, lengths);
glCompileShader(shader);
......@@ -1358,19 +1374,11 @@ TEST_P(GLSLTest, MixedShaderLengths)
{
GLuint shader = glCreateShader(GL_FRAGMENT_SHADER);
const char *sourceArray[] =
{
"void main()",
"{",
" gl_FragColor = vec4(0, 0, 0, 0);",
"}",
const char *sourceArray[] = {
"void main()", "{", " gl_FragColor = vec4(0, 0, 0, 0);", "}",
};
GLint lengths[] =
{
-10,
1,
static_cast<GLint>(strlen(sourceArray[2])),
-1,
GLint lengths[] = {
-10, 1, static_cast<GLint>(strlen(sourceArray[2])), -1,
};
ASSERT_EQ(ArraySize(sourceArray), ArraySize(lengths));
......@@ -1387,21 +1395,11 @@ TEST_P(GLSLTest, ZeroShaderLength)
{
GLuint shader = glCreateShader(GL_FRAGMENT_SHADER);
const char *sourceArray[] =
{
"adfasdf",
"34534",
"void main() { gl_FragColor = vec4(0, 0, 0, 0); }",
"",
"asdfasdfsdsdf",
const char *sourceArray[] = {
"adfasdf", "34534", "void main() { gl_FragColor = vec4(0, 0, 0, 0); }", "", "asdfasdfsdsdf",
};
GLint lengths[] =
{
0,
0,
-1,
0,
0,
GLint lengths[] = {
0, 0, -1, 0, 0,
};
ASSERT_EQ(ArraySize(sourceArray), ArraySize(lengths));
......@@ -4292,7 +4290,8 @@ ANGLE_INSTANTIATE_TEST(GLSLTest,
ES2_OPENGLES(),
ES3_OPENGLES());
// Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
// Use this to select which configurations (e.g. which renderer, which GLES major version) these
// tests should be run against.
ANGLE_INSTANTIATE_TEST(GLSLTest_ES3, ES3_D3D11(), ES3_OPENGL(), ES3_OPENGLES());
ANGLE_INSTANTIATE_TEST(WebGLGLSLTest, ES2_D3D11(), ES2_OPENGL(), ES2_OPENGLES());
......
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