This is better in many ways: 1. It doesn't confuse clang format 2. \n doesn't need to be included after preprocessor directives like the version directive. 3. It's using built-in functionality instead of something custom. Raw string literals should be the preferred way to include shader source in C++ files going forward. BUG=angleproject:2157 TEST=angle_end2end_tests Change-Id: I8b236a6e2d5c25d920297e5bc5b5b143eddeba1f Reviewed-on: https://chromium-review.googlesource.com/671046Reviewed-by:Corentin Wallez <cwallez@chromium.org> Reviewed-by:
Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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| media | Loading commit data... | |
| EGLContextCompatibilityTest.cpp | Loading commit data... | |
| EGLContextSharingTest.cpp | Loading commit data... | |
| EGLDeviceTest.cpp | Loading commit data... | |
| EGLPresentPathD3D11Test.cpp | Loading commit data... | |
| EGLProgramCacheControlTest.cpp | Loading commit data... | |
| EGLQueryContextTest.cpp | Loading commit data... | |
| EGLRobustnessTest.cpp | Loading commit data... | |
| EGLSanityCheckTest.cpp | Loading commit data... | |
| EGLStreamTest.cpp | Loading commit data... | |
| EGLSurfaceTest.cpp | Loading commit data... | |
| EGLSurfacelessContextTest.cpp | Loading commit data... | |
| EGLSyncControlTest.cpp | Loading commit data... | |
| EGLThreadTest.cpp | Loading commit data... | |
| EGLX11VisualTest.cpp | Loading commit data... |