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GLSL: clean up GLSL output whitespace generation.
More line() and less std::endl. More automated indents and less manual spacing. Put a single newline after every struct and function declaration. Note that this does touch every test result, but only affects whitespace. Change-Id: I7506b9029b79b91fb335911dba44369b36f09bbe Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/78300 Kokoro: Kokoro <noreply+kokoro@google.com> Reviewed-by: Ben Clayton <bclayton@google.com> Commit-Queue: Stephen White <senorblanco@chromium.org>
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Tint LUCI CQ
parent
b1d2b84f7d
commit
e2f35ba8e0
@@ -17,8 +17,8 @@ void tint_symbol() {
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m1[uniforms.i][0] = 1.0f;
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return;
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}
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void main() {
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tint_symbol();
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}
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@@ -17,8 +17,8 @@ void tint_symbol() {
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m1[uniforms.i][uniforms.j] = 1.0f;
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return;
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}
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void main() {
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tint_symbol();
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}
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@@ -10,15 +10,15 @@ layout(binding = 4) uniform Uniforms_1 {
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uint i;
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uint j;
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} uniforms;
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mat2x4 m1 = mat2x4(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
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mat2x4 m1 = mat2x4(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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void tint_symbol() {
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m1[0][uniforms.j] = 1.0f;
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return;
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}
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void main() {
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tint_symbol();
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}
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@@ -17,8 +17,8 @@ void tint_symbol() {
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m1[uniforms.i] = vec4(1.0f);
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return;
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}
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void main() {
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tint_symbol();
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}
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@@ -10,15 +10,15 @@ layout(binding = 4) uniform Uniforms_1 {
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uint i;
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uint j;
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} uniforms;
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mat2x4 m1 = mat2x4(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
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mat2x4 m1 = mat2x4(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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void tint_symbol() {
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m1[uniforms.i][0] = 1.0f;
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return;
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}
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void main() {
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tint_symbol();
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}
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@@ -10,15 +10,15 @@ layout(binding = 4) uniform Uniforms_1 {
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uint i;
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uint j;
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} uniforms;
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mat2x4 m1 = mat2x4(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
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mat2x4 m1 = mat2x4(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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void tint_symbol() {
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m1[uniforms.i][uniforms.j] = 1.0f;
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return;
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}
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void main() {
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tint_symbol();
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}
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@@ -10,15 +10,15 @@ layout(binding = 4) uniform Uniforms_1 {
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uint i;
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uint j;
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} uniforms;
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mat2x4 m1 = mat2x4(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
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mat2x4 m1 = mat2x4(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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void tint_symbol() {
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m1[0][uniforms.j] = 1.0f;
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return;
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}
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void main() {
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tint_symbol();
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}
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@@ -10,15 +10,15 @@ layout(binding = 4) uniform Uniforms_1 {
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uint i;
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uint j;
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} uniforms;
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mat2x4 m1 = mat2x4(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
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mat2x4 m1 = mat2x4(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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void tint_symbol() {
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m1[uniforms.i] = vec4(1.0f);
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return;
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}
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void main() {
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tint_symbol();
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}
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