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/perf_tests/MultiviewPerf.cpp b/src/tests/perf_tests/MultiviewPerf.cpp
index cd7d062..3671e1e 100644
--- a/src/tests/perf_tests/MultiviewPerf.cpp
+++ b/src/tests/perf_tests/MultiviewPerf.cpp
@@ -135,7 +135,7 @@
   protected:
     virtual void renderScene() = 0;
 
-    void createProgram(const std::string &vs, const std::string &fs)
+    void createProgram(const char *vs, const char *fs)
     {
         mProgram = CompileProgram(vs, fs);
         if (mProgram == 0)
@@ -267,7 +267,7 @@
     const MultiviewPerfParams *params = static_cast<const MultiviewPerfParams *>(&mTestParams);
     const bool usesMultiview = (params->multiviewOption != MultiviewOption::NoAcceleration);
 
-    const std::string &vs =
+    const std::string vs =
         "#version 300 es\n" +
         GetShaderExtensionHeader(usesMultiview, params->numViews, GL_VERTEX_SHADER) +
         "layout(location=0) in vec4 vPosition;\n"
@@ -279,7 +279,7 @@
         "	gl_Position = v;\n"
         "}\n";
 
-    const std::string &fs =
+    const std::string fs =
         "#version 300 es\n" +
         GetShaderExtensionHeader(usesMultiview, params->numViews, GL_FRAGMENT_SHADER) +
         "precision mediump float;\n"
@@ -290,7 +290,7 @@
         "    col = vec4(1.);\n"
         "}\n";
 
-    createProgram(vs, fs);
+    createProgram(vs.c_str(), fs.c_str());
 
     const float viewWidth  = static_cast<float>(params->windowWidth / params->numViews);
     const float viewHeight = static_cast<float>(params->windowHeight);
@@ -398,7 +398,7 @@
         "    col += frag_Col5;\n"
         "}\n";
 
-    createProgram(vs, fs);
+    createProgram(vs.c_str(), fs.c_str());
     ASSERT_GL_NO_ERROR();
 
     // Generate a vertex buffer of triangulated quads so that we have one quad per pixel.