Use C++11 raw string literals instead of SHADER_SOURCE macro
This is better in many ways:
1. It doesn't confuse clang format
2. \n doesn't need to be included after preprocessor directives like
the version directive.
3. It's using built-in functionality instead of something custom.
Raw string literals should be the preferred way to include shader
source in C++ files going forward.
BUG=angleproject:2157
TEST=angle_end2end_tests
Change-Id: I8b236a6e2d5c25d920297e5bc5b5b143eddeba1f
Reviewed-on: https://chromium-review.googlesource.com/671046
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
diff --git a/src/tests/gl_tests/PBOExtensionTest.cpp b/src/tests/gl_tests/PBOExtensionTest.cpp
index bc6179a..baa63a4 100644
--- a/src/tests/gl_tests/PBOExtensionTest.cpp
+++ b/src/tests/gl_tests/PBOExtensionTest.cpp
@@ -34,18 +34,24 @@
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
const char *vertexShaderSrc =
- SHADER_SOURCE(attribute vec4 aTest; attribute vec2 aPosition; varying vec4 vTest;
+ R"(attribute vec4 aTest;
+ attribute vec2 aPosition;
+ varying vec4 vTest;
- void main() {
- vTest = aTest;
- gl_Position = vec4(aPosition, 0.0, 1.0);
- gl_PointSize = 1.0;
- });
+ void main()
+ {
+ vTest = aTest;
+ gl_Position = vec4(aPosition, 0.0, 1.0);
+ gl_PointSize = 1.0;
+ })";
const char *fragmentShaderSrc =
- SHADER_SOURCE(precision mediump float; varying vec4 vTest;
-
- void main() { gl_FragColor = vTest; });
+ R"(precision mediump float;
+ varying vec4 vTest;
+ void main()
+ {
+ gl_FragColor = vTest;
+ })";
mProgram = CompileProgram(vertexShaderSrc, fragmentShaderSrc);