Use R"(shader source)" to keep consistent
BUG=dawn:186 TEST=dawn_end2end_tests Change-Id: I6b5b6590e917965537238ca86ec4af7ce6dc969a Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/8781 Reviewed-by: Kai Ninomiya <kainino@chromium.org> Reviewed-by: Austin Eng <enga@chromium.org> Commit-Queue: Kai Ninomiya <kainino@chromium.org>
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@ -40,11 +40,11 @@ class ClipSpaceTest : public DawnTest {
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utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, vs);
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const char* fs =
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"#version 450\n"
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"layout(location = 0) out vec4 fragColor;"
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"void main() {\n"
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" fragColor = vec4(1.0, 0.0, 0.0, 1.0);\n"
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"}\n";
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R"(#version 450
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layout(location = 0) out vec4 fragColor;
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void main() {
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fragColor = vec4(1.0, 0.0, 0.0, 1.0);
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})";
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pipelineDescriptor.cFragmentStage.module =
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utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, fs);
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@ -43,11 +43,11 @@ class CullingTest : public DawnTest {
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// RGBA8 format for the back buffer. So (gl_FragCoord.xy - vec2(0.5)) / 255 in shader code
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// will make the pixel's R and G channels exactly equal to the pixel's x and y coordinates.
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const char* fs =
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"#version 450\n"
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"layout(location = 0) out vec4 fragColor;"
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"void main() {\n"
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" fragColor = vec4((gl_FragCoord.xy - vec2(0.5)) / 255, 0.0, 1.0);\n"
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"}\n";
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R"(#version 450
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layout(location = 0) out vec4 fragColor;
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void main() {
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fragColor = vec4((gl_FragCoord.xy - vec2(0.5)) / 255, 0.0, 1.0);
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})";
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pipelineDescriptor.cFragmentStage.module =
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utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, fs);
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@ -68,11 +68,11 @@ class TextureZeroInitTest : public DawnTest {
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utils::CreateShaderModule(device, dawn::ShaderStage::Vertex, vs);
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const char* fs =
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"#version 450\n"
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"layout(location = 0) out vec4 fragColor;"
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"void main() {\n"
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" fragColor = vec4(1.0, 0.0, 0.0, 1.0);\n"
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"}\n";
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R"(#version 450
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layout(location = 0) out vec4 fragColor;
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void main() {
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fragColor = vec4(1.0, 0.0, 0.0, 1.0);
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})";
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pipelineDescriptor.cFragmentStage.module =
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utils::CreateShaderModule(device, dawn::ShaderStage::Fragment, fs);
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