Fixup whitespace/comments issues.
This CL fixes a few tabs to be spaces which makes the whitespace/comments lint check pass. The check is set to enabled. Change-Id: I2a6c590aa3bfee888239adc89d1ce4c8c99f3e78 Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/86083 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Dan Sinclair <dsinclair@chromium.org> Auto-Submit: Dan Sinclair <dsinclair@chromium.org>
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@ -77,7 +77,7 @@ LINT_FILTERS = [
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"-legal/copyright", "-readability/braces", "-readability/casting",
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"-legal/copyright", "-readability/braces", "-readability/casting",
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"-readability/inheritance", "-readability/namespace", "-runtime/explicit",
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"-readability/inheritance", "-readability/namespace", "-runtime/explicit",
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"-runtime/indentation_namespace", "-runtime/int", "-runtime/printf",
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"-runtime/indentation_namespace", "-runtime/int", "-runtime/printf",
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"-whitespace/comments", "-whitespace/empty_if_body"
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"-whitespace/empty_if_body"
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]
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]
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@ -30,7 +30,7 @@ typedef __IOSurface* IOSurfaceRef;
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#ifdef __OBJC__
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#ifdef __OBJC__
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# import <Metal/Metal.h>
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# import <Metal/Metal.h>
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#endif //__OBJC__
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#endif // __OBJC__
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namespace dawn::native::metal {
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namespace dawn::native::metal {
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@ -1690,9 +1690,9 @@ namespace {
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// TODO (yunchao.he@intel.com):
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// TODO (yunchao.he@intel.com):
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//
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//
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// * Add tests for multiple encoders upon the same resource simultaneously. This situation fits
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// * Add tests for multiple encoders upon the same resource simultaneously. This situation fits
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// some cases like VR, multi-threading, etc.
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// some cases like VR, multi-threading, etc.
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//
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//
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// * Add tests for bundle
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// * Add tests for bundle
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} // anonymous namespace
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} // anonymous namespace
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@ -134,11 +134,11 @@ namespace {
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}
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}
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// TODO (yunchao.he@intel.com):
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// TODO (yunchao.he@intel.com):
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// * Add tests for compute, in which texture subresource is traced per dispatch.
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// * Add tests for compute, in which texture subresource is traced per dispatch.
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//
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//
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// * Add tests for multiple encoders upon the same resource simultaneously. This situation fits
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// * Add tests for multiple encoders upon the same resource simultaneously. This situation fits
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// some cases like VR, multi-threading, etc.
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// some cases like VR, multi-threading, etc.
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//
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//
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// * Add tests for conflicts between usages in two render bundles used in the same pass.
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// * Add tests for conflicts between usages in two render bundles used in the same pass.
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} // anonymous namespace
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} // anonymous namespace
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@ -181,16 +181,16 @@ class QueryInternalShaderTests : public DawnTest {
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}
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}
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};
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};
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// Test the accuracy of timestamp compute shader which uses unsigned 32-bit integers to simulate
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// Test the accuracy of timestamp compute shader which uses unsigned 32-bit integers to simulate
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// unsigned 64-bit integers (timestamps) multiplied by float (period).
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// unsigned 64-bit integers (timestamps) multiplied by float (period).
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// The arguments pass to timestamp internal pipeline:
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// The arguments pass to timestamp internal pipeline:
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// - The timestamps buffer contains the original timestamps resolved from query set (created
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// - The timestamps buffer contains the original timestamps resolved from query set (created
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// manually here), and will be used to store the results processed by the compute shader.
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// manually here), and will be used to store the results processed by the compute shader.
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// Expect 0 for unavailable timestamps and nanoseconds for available timestamps in an expected
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// Expect 0 for unavailable timestamps and nanoseconds for available timestamps in an expected
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// error tolerance ratio.
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// error tolerance ratio.
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// - The availability buffer passes the data of which slot in timestamps buffer is an initialized
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// - The availability buffer passes the data of which slot in timestamps buffer is an initialized
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// timestamp.
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// timestamp.
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// - The params buffer passes the timestamp count, the offset in timestamps buffer and the
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// - The params buffer passes the timestamp count, the offset in timestamps buffer and the
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// timestamp period (here use GPU frequency (HZ) on Intel D3D12 to calculate the period in
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// timestamp period (here use GPU frequency (HZ) on Intel D3D12 to calculate the period in
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// ns for testing).
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// ns for testing).
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TEST_P(QueryInternalShaderTests, TimestampComputeShader) {
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TEST_P(QueryInternalShaderTests, TimestampComputeShader) {
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