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/TextureMultisampleTest.cpp b/src/tests/gl_tests/TextureMultisampleTest.cpp
index b008e9c..d61ac3b 100644
--- a/src/tests/gl_tests/TextureMultisampleTest.cpp
+++ b/src/tests/gl_tests/TextureMultisampleTest.cpp
@@ -574,30 +574,28 @@
 // not enabled.
 TEST_P(TextureMultisampleArrayWebGLTest, ShaderWithoutExtension)
 {
-    const std::string &fragmentShaderRequireExtension = R"(#version 310 es
-        #extension GL_OES_texture_storage_multisample_2d_array : require
-        out highp vec4 my_FragColor;
+    constexpr char kFSRequiresExtension[] = R"(#version 310 es
+#extension GL_OES_texture_storage_multisample_2d_array : require
+out highp vec4 my_FragColor;
 
-        void main() {
-             my_FragColor = vec4(0.0);
-        }
-    )";
+void main() {
+        my_FragColor = vec4(0.0);
+})";
 
-    GLuint program = CompileProgram(essl31_shaders::vs::Simple(), fragmentShaderRequireExtension);
+    GLuint program = CompileProgram(essl31_shaders::vs::Simple(), kFSRequiresExtension);
     EXPECT_EQ(0u, program);
 
-    const std::string &fragmentShaderEnableAndUseExtension = R"(#version 310 es
-        #extension GL_OES_texture_storage_multisample_2d_array : enable
+    constexpr char kFSEnableAndUseExtension[] = R"(#version 310 es
+#extension GL_OES_texture_storage_multisample_2d_array : enable
 
-        uniform highp sampler2DMSArray tex;
-        out highp ivec4 outSize;
+uniform highp sampler2DMSArray tex;
+out highp ivec4 outSize;
 
-        void main() {
-             outSize = ivec4(textureSize(tex), 0);
-        }
-    )";
+void main() {
+        outSize = ivec4(textureSize(tex), 0);
+})";
 
-    program = CompileProgram(essl31_shaders::vs::Simple(), fragmentShaderEnableAndUseExtension);
+    program = CompileProgram(essl31_shaders::vs::Simple(), kFSEnableAndUseExtension);
     EXPECT_EQ(0u, program);
 }
 
@@ -878,18 +876,17 @@
 {
     ANGLE_SKIP_TEST_IF(!requestArrayExtension());
 
-    const std::string &fragmentShader = R"(#version 310 es
-        #extension GL_OES_texture_storage_multisample_2d_array : require
+    constexpr char kFS[] = R"(#version 310 es
+#extension GL_OES_texture_storage_multisample_2d_array : require
 
-        uniform highp sampler2DMSArray tex;
-        out highp vec4 my_FragColor;
+uniform highp sampler2DMSArray tex;
+out highp vec4 my_FragColor;
 
-        void main() {
-             my_FragColor = (textureSize(tex) == ivec3(8, 4, 2)) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
-        }
-    )";
+void main() {
+        my_FragColor = (textureSize(tex) == ivec3(8, 4, 2)) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
+})";
 
-    ANGLE_GL_PROGRAM(texSizeProgram, essl31_shaders::vs::Simple(), fragmentShader);
+    ANGLE_GL_PROGRAM(texSizeProgram, essl31_shaders::vs::Simple(), kFS);
 
     GLint texLocation = glGetUniformLocation(texSizeProgram, "tex");
     ASSERT_GE(texLocation, 0);