test_common: Capitalize macro and clang-format (#1813)

The `CHECK_GL_ERROR` macro was lowercase before, which confused
clang-format and resulted in some odd indentations.  Capitalize the
macro and run clang-format to fix the indentation.

Signed-off-by: Sven van Haastregt <sven.vanhaastregt@arm.com>
This commit is contained in:
Sven van Haastregt
2023-09-20 10:19:13 +01:00
committed by GitHub
parent d20913b4e3
commit 1c616238bc

View File

@@ -966,12 +966,13 @@ void reorder_verification_buffer(GLenum glFormat, GLenum glType, char* buffer, s
#ifdef GL_VERSION_3_2 #ifdef GL_VERSION_3_2
#define check_gl_error() \ #define CHECK_GL_ERROR() \
{ \ { \
GLenum errnom = GL_NO_ERROR;\ GLenum errnom = GL_NO_ERROR; \
if ((errnom = glGetError()) != GL_NO_ERROR)\ if ((errnom = glGetError()) != GL_NO_ERROR) \
log_error("GL Error: 0x%04X at %s:%d\n", errnom, __FILE__, __LINE__);\ log_error("GL Error: 0x%04X at %s:%d\n", errnom, __FILE__, \
} __LINE__); \
}
const char *get_gl_vector_type( GLenum internalformat ) const char *get_gl_vector_type( GLenum internalformat )
{ {
@@ -1045,7 +1046,7 @@ void * CreateGLTexture2DMultisample( size_t width, size_t height, size_t samples
// Check if the renderer supports enough samples // Check if the renderer supports enough samples
GLint max_samples = get_gl_max_samples(target, internalFormat); GLint max_samples = get_gl_max_samples(target, internalFormat);
check_gl_error() CHECK_GL_ERROR()
if (max_samples < (GLint)samples) if (max_samples < (GLint)samples)
log_error("GL error: requested samples (%zu) exceeds renderer max " log_error("GL error: requested samples (%zu) exceeds renderer max "
@@ -1077,36 +1078,36 @@ void * CreateGLTexture2DMultisample( size_t width, size_t height, size_t samples
glShaderWrapper vertex_shader = glCreateShader(GL_VERTEX_SHADER); glShaderWrapper vertex_shader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex_shader, 1, &vertex_source, NULL); glShaderSource(vertex_shader, 1, &vertex_source, NULL);
glCompileShader(vertex_shader); glCompileShader(vertex_shader);
check_gl_error() CHECK_GL_ERROR()
glShaderWrapper fragment_shader = glCreateShader(GL_FRAGMENT_SHADER); glShaderWrapper fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment_shader, 1, &fragment_source, NULL); glShaderSource(fragment_shader, 1, &fragment_source, NULL);
glCompileShader(fragment_shader); glCompileShader(fragment_shader);
check_gl_error() CHECK_GL_ERROR()
GLuint prog = glCreateProgram(); GLuint prog = glCreateProgram();
glAttachShader(prog, vertex_shader); glAttachShader(prog, vertex_shader);
glAttachShader(prog, fragment_shader); glAttachShader(prog, fragment_shader);
check_gl_error() CHECK_GL_ERROR()
glBindAttribLocation(prog, 0, "att0"); glBindAttribLocation(prog, 0, "att0");
glLinkProgram(prog); glLinkProgram(prog);
check_gl_error() CHECK_GL_ERROR()
// Setup the FBO and texture // Setup the FBO and texture
glFramebufferWrapper fbo; glFramebufferWrapper fbo;
glGenFramebuffers(1, &fbo); glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo); glBindFramebuffer(GL_FRAMEBUFFER, fbo);
check_gl_error() CHECK_GL_ERROR()
glViewport(0, 0, width, height); glViewport(0, 0, width, height);
check_gl_error() CHECK_GL_ERROR()
GLuint tex = 0; GLuint tex = 0;
glGenTextures(1, &tex); glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, tex); glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, tex);
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, samples, internalFormat, width, height, fixedSampleLocations); glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, samples, internalFormat, width, height, fixedSampleLocations);
check_gl_error() CHECK_GL_ERROR()
GLint attachment; GLint attachment;
switch (internalFormat) { switch (internalFormat) {
@@ -1124,7 +1125,7 @@ void * CreateGLTexture2DMultisample( size_t width, size_t height, size_t samples
} }
glFramebufferTexture(GL_FRAMEBUFFER, attachment, tex, 0); glFramebufferTexture(GL_FRAMEBUFFER, attachment, tex, 0);
check_gl_error() CHECK_GL_ERROR()
GLint status = glCheckFramebufferStatus(GL_FRAMEBUFFER); GLint status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status == GL_FRAMEBUFFER_UNSUPPORTED) { if (status == GL_FRAMEBUFFER_UNSUPPORTED) {
@@ -1144,7 +1145,7 @@ void * CreateGLTexture2DMultisample( size_t width, size_t height, size_t samples
// Check if the framebuffer supports enough samples // Check if the framebuffer supports enough samples
GLint fbo_samples = 0; GLint fbo_samples = 0;
glGetIntegerv(GL_SAMPLES, &fbo_samples); glGetIntegerv(GL_SAMPLES, &fbo_samples);
check_gl_error(); CHECK_GL_ERROR();
if (fbo_samples < (GLint)samples) if (fbo_samples < (GLint)samples)
log_error( log_error(
@@ -1152,16 +1153,16 @@ void * CreateGLTexture2DMultisample( size_t width, size_t height, size_t samples
samples, fbo_samples); samples, fbo_samples);
glUseProgram(prog); glUseProgram(prog);
check_gl_error() CHECK_GL_ERROR()
if (attachment != GL_DEPTH_ATTACHMENT && attachment != GL_DEPTH_STENCIL_ATTACHMENT) { if (attachment != GL_DEPTH_ATTACHMENT && attachment != GL_DEPTH_STENCIL_ATTACHMENT) {
glDisable(GL_DEPTH_TEST); glDisable(GL_DEPTH_TEST);
check_gl_error() CHECK_GL_ERROR()
} }
else { else {
glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_ALWAYS); glDepthFunc(GL_ALWAYS);
check_gl_error() CHECK_GL_ERROR()
} }
// Setup the VBO for rendering a quad // Setup the VBO for rendering a quad
@@ -1176,14 +1177,14 @@ void * CreateGLTexture2DMultisample( size_t width, size_t height, size_t samples
glGenBuffers(1, &vbo); glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo); glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(quad), quad, GL_STREAM_DRAW); glBufferData(GL_ARRAY_BUFFER, sizeof(quad), quad, GL_STREAM_DRAW);
check_gl_error() CHECK_GL_ERROR()
glVertexArraysWrapper vao; glVertexArraysWrapper vao;
glGenVertexArrays(1, &vao); glGenVertexArrays(1, &vao);
glBindVertexArray(vao); glBindVertexArray(vao);
glEnableVertexAttribArray(0); glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat)*2, 0); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat)*2, 0);
check_gl_error() CHECK_GL_ERROR()
//clearing color and depth buffer //clearing color and depth buffer
glClearColor(0, 0, 0, 0); glClearColor(0, 0, 0, 0);
@@ -1227,13 +1228,13 @@ void * CreateGLTexture2DMultisample( size_t width, size_t height, size_t samples
color += color_delta; color += color_delta;
glDrawArrays(GL_TRIANGLE_FAN, 0, 4); glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
check_gl_error(); CHECK_GL_ERROR();
glFlush(); glFlush();
} }
glDisable(GL_SAMPLE_MASK); glDisable(GL_SAMPLE_MASK);
check_gl_error(); CHECK_GL_ERROR();
*outTextureID = tex; *outTextureID = tex;
@@ -1339,36 +1340,36 @@ void * CreateGLTexture2DArrayMultisample(size_t width, size_t height,
glShaderWrapper vertex_shader = glCreateShader(GL_VERTEX_SHADER); glShaderWrapper vertex_shader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex_shader, 1, &vertex_source, NULL); glShaderSource(vertex_shader, 1, &vertex_source, NULL);
glCompileShader(vertex_shader); glCompileShader(vertex_shader);
check_gl_error() CHECK_GL_ERROR()
glShaderWrapper fragment_shader = glCreateShader(GL_FRAGMENT_SHADER); glShaderWrapper fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment_shader, 1, &fragment_source, NULL); glShaderSource(fragment_shader, 1, &fragment_source, NULL);
glCompileShader(fragment_shader); glCompileShader(fragment_shader);
check_gl_error() CHECK_GL_ERROR()
glProgramWrapper prog = glCreateProgram(); glProgramWrapper prog = glCreateProgram();
glAttachShader(prog, vertex_shader); glAttachShader(prog, vertex_shader);
glAttachShader(prog, fragment_shader); glAttachShader(prog, fragment_shader);
check_gl_error() CHECK_GL_ERROR()
glBindAttribLocation(prog, 0, "att0"); glBindAttribLocation(prog, 0, "att0");
glLinkProgram(prog); glLinkProgram(prog);
check_gl_error() CHECK_GL_ERROR()
// Setup the FBO and texture // Setup the FBO and texture
glFramebufferWrapper fbo; glFramebufferWrapper fbo;
glGenFramebuffers(1, &fbo); glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo); glBindFramebuffer(GL_FRAMEBUFFER, fbo);
check_gl_error() CHECK_GL_ERROR()
glViewport(0, 0, width, height); glViewport(0, 0, width, height);
check_gl_error() CHECK_GL_ERROR()
GLuint tex = 0; GLuint tex = 0;
glGenTextures(1, &tex); glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, tex); glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, tex);
glTexImage3DMultisample(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, samples, internalFormat, width, height, total_layers, fixedSampleLocations); glTexImage3DMultisample(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, samples, internalFormat, width, height, total_layers, fixedSampleLocations);
check_gl_error() CHECK_GL_ERROR()
GLint attachment; GLint attachment;
switch (internalFormat) { switch (internalFormat) {
@@ -1390,12 +1391,12 @@ void * CreateGLTexture2DArrayMultisample(size_t width, size_t height,
if (attachment != GL_DEPTH_ATTACHMENT && attachment != GL_DEPTH_STENCIL_ATTACHMENT) { if (attachment != GL_DEPTH_ATTACHMENT && attachment != GL_DEPTH_STENCIL_ATTACHMENT) {
glDisable(GL_DEPTH_TEST); glDisable(GL_DEPTH_TEST);
check_gl_error() CHECK_GL_ERROR()
} }
else { else {
glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_ALWAYS); glDepthFunc(GL_ALWAYS);
check_gl_error() CHECK_GL_ERROR()
} }
// Setup the VBO for rendering a quad // Setup the VBO for rendering a quad
@@ -1410,18 +1411,18 @@ void * CreateGLTexture2DArrayMultisample(size_t width, size_t height,
glGenBuffers(1, &vbo); glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo); glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(quad), quad, GL_STREAM_DRAW); glBufferData(GL_ARRAY_BUFFER, sizeof(quad), quad, GL_STREAM_DRAW);
check_gl_error() CHECK_GL_ERROR()
glVertexArraysWrapper vao; glVertexArraysWrapper vao;
glGenVertexArrays(1, &vao); glGenVertexArrays(1, &vao);
glBindVertexArray(vao); glBindVertexArray(vao);
glEnableVertexAttribArray(0); glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat)*2, 0); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat)*2, 0);
check_gl_error() CHECK_GL_ERROR()
for (size_t l=0; l!=total_layers; ++l) { for (size_t l=0; l!=total_layers; ++l) {
glFramebufferTextureLayer(GL_FRAMEBUFFER, attachment, tex, 0, l); glFramebufferTextureLayer(GL_FRAMEBUFFER, attachment, tex, 0, l);
check_gl_error() CHECK_GL_ERROR()
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status == GL_FRAMEBUFFER_UNSUPPORTED) { if (status == GL_FRAMEBUFFER_UNSUPPORTED) {
@@ -1441,7 +1442,7 @@ void * CreateGLTexture2DArrayMultisample(size_t width, size_t height,
// Check if the framebuffer supports enough samples // Check if the framebuffer supports enough samples
GLint fbo_samples = 0; GLint fbo_samples = 0;
glGetIntegerv(GL_SAMPLES, &fbo_samples); glGetIntegerv(GL_SAMPLES, &fbo_samples);
check_gl_error(); CHECK_GL_ERROR();
if (fbo_samples < (GLint)samples) if (fbo_samples < (GLint)samples)
log_error( log_error(
@@ -1449,7 +1450,7 @@ void * CreateGLTexture2DArrayMultisample(size_t width, size_t height,
samples, fbo_samples); samples, fbo_samples);
glUseProgram(prog); glUseProgram(prog);
check_gl_error() CHECK_GL_ERROR()
//clearing color and depth buffer //clearing color and depth buffer
glClearColor(0, 0, 0, 0); glClearColor(0, 0, 0, 0);
@@ -1490,13 +1491,13 @@ void * CreateGLTexture2DArrayMultisample(size_t width, size_t height,
glUniform1f(glGetUniformLocation(prog, "depthVal"), val); glUniform1f(glGetUniformLocation(prog, "depthVal"), val);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4); glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
check_gl_error(); CHECK_GL_ERROR();
glFlush(); glFlush();
} }
glDisable(GL_SAMPLE_MASK); glDisable(GL_SAMPLE_MASK);
check_gl_error(); CHECK_GL_ERROR();
} }
*outTextureID = tex; *outTextureID = tex;