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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
@@ -11,8 +11,8 @@ vec4 tint_symbol = vec4(0.0f, 0.0f, 0.0f, 0.0f);
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layout(binding = 0) uniform buf0_1 {
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vec2 resolution;
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} x_24;
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vec4 x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f);
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vec4 x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f);
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float cross2d_vf2_vf2_(inout vec2 a, inout vec2 b) {
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float x_79 = a.x;
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float x_81 = b.y;
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@@ -135,9 +135,11 @@ void main_1() {
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struct main_out {
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vec4 x_GLF_color_1;
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};
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struct tint_symbol_4 {
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vec4 tint_symbol_2;
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};
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struct tint_symbol_5 {
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vec4 x_GLF_color_1;
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};
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@@ -155,7 +157,9 @@ tint_symbol_5 tint_symbol_1(tint_symbol_4 tint_symbol_3) {
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wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
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return wrapper_result;
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}
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layout(location = 0) out vec4 x_GLF_color_1;
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void main() {
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tint_symbol_4 inputs;
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inputs.tint_symbol_2 = gl_FragCoord;
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@@ -164,7 +168,6 @@ void main() {
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x_GLF_color_1 = outputs.x_GLF_color_1;
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}
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Error parsing GLSL shader:
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ERROR: 0:65: '&' : wrong operand types: no operation '&' exists that takes a left-hand operand of type ' temp bool' and a right operand of type ' temp bool' (or there is no acceptable conversion)
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ERROR: 0:65: '' : compilation terminated
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@@ -11,8 +11,8 @@ vec4 tint_symbol = vec4(0.0f, 0.0f, 0.0f, 0.0f);
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layout(binding = 0) uniform buf0_1 {
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vec2 resolution;
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} x_24;
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vec4 x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f);
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vec4 x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f);
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float cross2d_vf2_vf2_(inout vec2 a, inout vec2 b) {
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float x_79 = a.x;
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float x_81 = b.y;
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@@ -135,9 +135,11 @@ void main_1() {
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struct main_out {
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vec4 x_GLF_color_1;
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};
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struct tint_symbol_4 {
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vec4 tint_symbol_2;
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};
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struct tint_symbol_5 {
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vec4 x_GLF_color_1;
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};
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@@ -155,7 +157,9 @@ tint_symbol_5 tint_symbol_1(tint_symbol_4 tint_symbol_3) {
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wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
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return wrapper_result;
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}
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layout(location = 0) out vec4 x_GLF_color_1;
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void main() {
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tint_symbol_4 inputs;
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inputs.tint_symbol_2 = gl_FragCoord;
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@@ -164,7 +168,6 @@ void main() {
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x_GLF_color_1 = outputs.x_GLF_color_1;
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}
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Error parsing GLSL shader:
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ERROR: 0:65: '&' : wrong operand types: no operation '&' exists that takes a left-hand operand of type ' temp bool' and a right operand of type ' temp bool' (or there is no acceptable conversion)
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ERROR: 0:65: '' : compilation terminated
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