Apply clang-format to embedded internal shader source

* It gets a couple of things less than ideal, mostly glsl block names being on
  the next line, but otherwise it's readable and stops mixed tabs/spaces which
  had snuck in without checks.
This commit is contained in:
baldurk committed 2018-12-17 17:10:34 +00:00
1 parent 6b40a82a80
commit b08d277b61
31 files changed
+2145 -2156

No files matched your search

+13 -11
View File
@@ -25,7 +25,7 @@
//#extension_nongles GL_ARB_compute_shader : require
//#extension_gles GL_OES_texture_storage_multisample_2d_array : require
layout (local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
layout(binding = 0) uniform PRECISION usampler2DArray srcArray;
// binding = 1 used as stencil read in the depth-stencil copy fragment shaders
@@ -35,11 +35,12 @@ layout(rgba32ui, binding = 2) writeonly uniform PRECISION uimage2DMSArray dstMS;
layout(push_constant) uniform multisamplePush
{
int numMultiSamples;
int sampleOffset;
int sliceOffset;
uint currentStencil;
} mscopy;
int numMultiSamples;
int sampleOffset;
int sliceOffset;
uint currentStencil;
}
mscopy;
#define numMultiSamples (mscopy.numMultiSamples)
#define sampleOffset (mscopy.sampleOffset)
@@ -59,12 +60,13 @@ uniform ivec4 mscopy;
void main()
{
ivec3 id = ivec3(gl_GlobalInvocationID);
ivec3 id = ivec3(gl_GlobalInvocationID);
int slice = sliceOffset + int(id.z / numMultiSamples);
int sampleIdx = sampleOffset + int(id.z % numMultiSamples);
int slice = sliceOffset + int(id.z / numMultiSamples);
int sampleIdx = sampleOffset + int(id.z % numMultiSamples);
uvec4 data = texelFetch(srcArray, ivec3(int(id.x), int(id.y), slice * numMultiSamples + sampleIdx), 0);
uvec4 data =
texelFetch(srcArray, ivec3(int(id.x), int(id.y), slice *numMultiSamples + sampleIdx), 0);
imageStore(dstMS, ivec3(int(id.x), int(id.y), slice), sampleIdx, data);
imageStore(dstMS, ivec3(int(id.x), int(id.y), slice), sampleIdx, data);
}