Refactor test shader style.

This change enforces a lot more consistency. We pass const char * to
the Compile functions instead of std::string. Also fixes the
indentation of C++11 block comments to be more consistent.

Bug: angleproject:2995
Change-Id: Id6e5ea94055d8cbd420df4ea2e81b2d96cb5ce78
Reviewed-on: https://chromium-review.googlesource.com/c/1357103
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
diff --git a/src/tests/gl_tests/FramebufferTest.cpp b/src/tests/gl_tests/FramebufferTest.cpp
index 69ffbc4..5100fe5 100644
--- a/src/tests/gl_tests/FramebufferTest.cpp
+++ b/src/tests/gl_tests/FramebufferTest.cpp
@@ -800,46 +800,42 @@
     // anglebug.com/2253
     ANGLE_SKIP_TEST_IF(IsLinux() && IsAMD() && IsDesktopOpenGL());
 
-    const std::string &vertexShader1 =
-        R"(#version 310 es
-        in layout(location = 0) highp vec2 a_position;
-        void main()
-        {
-           gl_Position = vec4(a_position, 0.0, 1.0);
-        })";
+    constexpr char kVS1[] = R"(#version 310 es
+in layout(location = 0) highp vec2 a_position;
+void main()
+{
+    gl_Position = vec4(a_position, 0.0, 1.0);
+})";
 
-    const std::string &fragShader1 =
-        R"(#version 310 es
-        uniform layout(location = 0) highp ivec2 u_expectedSize;
-        out layout(location = 5) mediump vec4 f_color;
-        void main()
-        {
-           if (ivec2(gl_FragCoord.xy) != u_expectedSize) discard;
-           f_color = vec4(1.0, 0.5, 0.25, 1.0);
-        })";
+    constexpr char kFS1[] = R"(#version 310 es
+uniform layout(location = 0) highp ivec2 u_expectedSize;
+out layout(location = 5) mediump vec4 f_color;
+void main()
+{
+    if (ivec2(gl_FragCoord.xy) != u_expectedSize) discard;
+    f_color = vec4(1.0, 0.5, 0.25, 1.0);
+})";
 
-    const std::string &vertexShader2 =
-        R"(#version 310 es
-        in layout(location = 0) highp vec2 a_position;
-        void main()
-        {
-           gl_Position = vec4(a_position, 0.0, 1.0);
-        })";
+    constexpr char kVS2[] = R"(#version 310 es
+in layout(location = 0) highp vec2 a_position;
+void main()
+{
+    gl_Position = vec4(a_position, 0.0, 1.0);
+})";
 
-    const std::string &fragShader2 =
-        R"(#version 310 es
-        uniform layout(location = 0) highp ivec2 u_expectedSize;
-        out layout(location = 2) mediump vec4 f_color;
-        void main()
-        {
-           if (ivec2(gl_FragCoord.xy) != u_expectedSize) discard;
-           f_color = vec4(1.0, 0.5, 0.25, 1.0);
-        })";
+    constexpr char kFS2[] = R"(#version 310 es
+uniform layout(location = 0) highp ivec2 u_expectedSize;
+out layout(location = 2) mediump vec4 f_color;
+void main()
+{
+    if (ivec2(gl_FragCoord.xy) != u_expectedSize) discard;
+    f_color = vec4(1.0, 0.5, 0.25, 1.0);
+})";
 
-    GLuint program1 = CompileProgram(vertexShader1, fragShader1);
+    GLuint program1 = CompileProgram(kVS1, kFS1);
     ASSERT_NE(program1, 0u);
 
-    GLuint program2 = CompileProgram(vertexShader2, fragShader2);
+    GLuint program2 = CompileProgram(kVS2, kFS2);
     ASSERT_NE(program2, 0u);
 
     glUseProgram(program1);
@@ -936,10 +932,10 @@
 // Test to verify workaround succeeds when no program outputs exist http://anglebug.com/2283
 TEST_P(AddDummyTextureNoRenderTargetTest, NoProgramOutputWorkaround)
 {
-    const std::string &vShader = "void main() {}";
-    const std::string &fShader = "void main() {}";
+    constexpr char kVS[] = "void main() {}";
+    constexpr char kFS[] = "void main() {}";
 
-    ANGLE_GL_PROGRAM(drawProgram, vShader, fShader);
+    ANGLE_GL_PROGRAM(drawProgram, kVS, kFS);
 
     glUseProgram(drawProgram);