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>
This commit is contained in:
Stephen White
2022-01-26 16:48:55 +00:00
committed by Tint LUCI CQ
parent b1d2b84f7d
commit e2f35ba8e0
1730 changed files with 5934 additions and 5763 deletions

View File

@@ -11,8 +11,8 @@ vec4 tint_symbol = vec4(0.0f, 0.0f, 0.0f, 0.0f);
layout(binding = 0) uniform buf0_1 {
vec2 resolution;
} x_24;
vec4 x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f);
vec4 x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f);
float cross2d_vf2_vf2_(inout vec2 a, inout vec2 b) {
float x_79 = a.x;
float x_81 = b.y;
@@ -135,9 +135,11 @@ void main_1() {
struct main_out {
vec4 x_GLF_color_1;
};
struct tint_symbol_4 {
vec4 tint_symbol_2;
};
struct tint_symbol_5 {
vec4 x_GLF_color_1;
};
@@ -155,7 +157,9 @@ tint_symbol_5 tint_symbol_1(tint_symbol_4 tint_symbol_3) {
wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
return wrapper_result;
}
layout(location = 0) out vec4 x_GLF_color_1;
void main() {
tint_symbol_4 inputs;
inputs.tint_symbol_2 = gl_FragCoord;
@@ -164,7 +168,6 @@ void main() {
x_GLF_color_1 = outputs.x_GLF_color_1;
}
Error parsing GLSL shader:
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)
ERROR: 0:65: '' : compilation terminated

View File

@@ -11,8 +11,8 @@ vec4 tint_symbol = vec4(0.0f, 0.0f, 0.0f, 0.0f);
layout(binding = 0) uniform buf0_1 {
vec2 resolution;
} x_24;
vec4 x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f);
vec4 x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f);
float cross2d_vf2_vf2_(inout vec2 a, inout vec2 b) {
float x_79 = a.x;
float x_81 = b.y;
@@ -135,9 +135,11 @@ void main_1() {
struct main_out {
vec4 x_GLF_color_1;
};
struct tint_symbol_4 {
vec4 tint_symbol_2;
};
struct tint_symbol_5 {
vec4 x_GLF_color_1;
};
@@ -155,7 +157,9 @@ tint_symbol_5 tint_symbol_1(tint_symbol_4 tint_symbol_3) {
wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
return wrapper_result;
}
layout(location = 0) out vec4 x_GLF_color_1;
void main() {
tint_symbol_4 inputs;
inputs.tint_symbol_2 = gl_FragCoord;
@@ -164,7 +168,6 @@ void main() {
x_GLF_color_1 = outputs.x_GLF_color_1;
}
Error parsing GLSL shader:
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)
ERROR: 0:65: '' : compilation terminated