remove using namespace std and use std namespace explicitly (#2125)

Removes `using namespace std` and adds `std::` explicitly instead, which
is usually on calls to `min`.

This is generally best practice, and it also might be helpful when there
are the same function names in the std namespace and in the global
namespace (e.g. #1833).
This commit is contained in:
Ben Ashbaugh
2024-10-29 09:44:49 -07:00
committed by GitHub
parent 8369028c92
commit d8228f0d72
13 changed files with 40 additions and 71 deletions

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@@ -25,8 +25,6 @@
#include <sys/stat.h> #include <sys/stat.h>
#include <string.h> #include <string.h>
using namespace std;
#define DEFAULT_COMPILATION_PROGRAM "cl_offline_compiler" #define DEFAULT_COMPILATION_PROGRAM "cl_offline_compiler"
#define DEFAULT_SPIRV_VALIDATOR "spirv-val" #define DEFAULT_SPIRV_VALIDATOR "spirv-val"

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@@ -20,8 +20,6 @@
#include <string> #include <string>
#include <cmath> #include <cmath>
using namespace std;
const char *clone_kernel_test_img[] = const char *clone_kernel_test_img[] =
{ {
"__kernel void img_read_kernel(read_only image2d_t img, sampler_t sampler, __global int* outbuf)\n" "__kernel void img_read_kernel(read_only image2d_t img, sampler_t sampler, __global int* outbuf)\n"

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@@ -19,11 +19,6 @@
#include <sstream> #include <sstream>
#include <string> #include <string>
using namespace std;
/*
*/
const char *queue_hint_test_kernel[] = { const char *queue_hint_test_kernel[] = {
"__kernel void vec_cpy(__global int *src, __global int *dst)\n" "__kernel void vec_cpy(__global int *src, __global int *dst)\n"
"{\n" "{\n"

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@@ -22,7 +22,6 @@
#include <string> #include <string>
#include <vector> #include <vector>
using namespace std;
/* /*
The test against cl_khr_create_command_queue extension. It validates if devices with Opencl 1.X can use clCreateCommandQueueWithPropertiesKHR function. The test against cl_khr_create_command_queue extension. It validates if devices with Opencl 1.X can use clCreateCommandQueueWithPropertiesKHR function.
Based on device capabilities test will create queue with NULL properties, CL_QUEUE_OUT_OF_ORDER_EXEC_MODE_ENABLE property and Based on device capabilities test will create queue with NULL properties, CL_QUEUE_OUT_OF_ORDER_EXEC_MODE_ENABLE property and

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@@ -17,8 +17,6 @@
#include <algorithm> #include <algorithm>
using namespace std;
struct image_kernel_data struct image_kernel_data
{ {
cl_int width; cl_int width;
@@ -383,17 +381,18 @@ int test_image_methods_depth(cl_device_id device, cl_context context,
glGetIntegerv(GL_MAX_RECTANGLE_TEXTURE_SIZE_EXT, &maxTextureRectangleSize); glGetIntegerv(GL_MAX_RECTANGLE_TEXTURE_SIZE_EXT, &maxTextureRectangleSize);
glGetIntegerv(GL_MAX_ARRAY_TEXTURE_LAYERS, &maxTextureLayers); glGetIntegerv(GL_MAX_ARRAY_TEXTURE_LAYERS, &maxTextureLayers);
size = min(maxTextureSize, maxTextureRectangleSize); size = std::min(maxTextureSize, maxTextureRectangleSize);
RandomSeed seed(gRandomSeed); RandomSeed seed(gRandomSeed);
// Generate some random sizes (within reasonable ranges) // Generate some random sizes (within reasonable ranges)
for (size_t i = 0; i < nsizes; i++) for (size_t i = 0; i < nsizes; i++)
{ {
sizes[i].width = random_in_range(2, min(size, 1 << (i + 4)), seed); sizes[i].width = random_in_range(2, std::min(size, 1 << (i + 4)), seed);
sizes[i].height = random_in_range(2, min(size, 1 << (i + 4)), seed); sizes[i].height =
random_in_range(2, std::min(size, 1 << (i + 4)), seed);
sizes[i].depth = sizes[i].depth =
random_in_range(2, min(maxTextureLayers, 1 << (i + 4)), seed); random_in_range(2, std::min(maxTextureLayers, 1 << (i + 4)), seed);
} }
for (size_t i = 0; i < nsizes; i++) for (size_t i = 0; i < nsizes; i++)
@@ -440,11 +439,11 @@ int test_image_methods_multisample(cl_device_id device, cl_context context,
for (size_t i = 0; i < nsizes; i++) for (size_t i = 0; i < nsizes; i++)
{ {
sizes[i].width = sizes[i].width =
random_in_range(2, min(maxTextureSize, 1 << (i + 4)), seed); random_in_range(2, std::min(maxTextureSize, 1 << (i + 4)), seed);
sizes[i].height = sizes[i].height =
random_in_range(2, min(maxTextureSize, 1 << (i + 4)), seed); random_in_range(2, std::min(maxTextureSize, 1 << (i + 4)), seed);
sizes[i].depth = sizes[i].depth =
random_in_range(2, min(maxTextureLayers, 1 << (i + 4)), seed); random_in_range(2, std::min(maxTextureLayers, 1 << (i + 4)), seed);
} }
glEnable(GL_MULTISAMPLE); glEnable(GL_MULTISAMPLE);

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@@ -24,8 +24,6 @@
#endif #endif
#include <algorithm> #include <algorithm>
using namespace std;
void calc_test_size_descriptors(sizevec_t* sizes, size_t nsizes) void calc_test_size_descriptors(sizevec_t* sizes, size_t nsizes)
{ {
// Need to limit array size according to GL device properties // Need to limit array size according to GL device properties
@@ -33,14 +31,14 @@ void calc_test_size_descriptors(sizevec_t* sizes, size_t nsizes)
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTextureSize); glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTextureSize);
glGetIntegerv(GL_MAX_TEXTURE_BUFFER_SIZE, &maxTextureBufferSize); glGetIntegerv(GL_MAX_TEXTURE_BUFFER_SIZE, &maxTextureBufferSize);
size = min(maxTextureSize, maxTextureBufferSize); size = std::min(maxTextureSize, maxTextureBufferSize);
RandomSeed seed(gRandomSeed); RandomSeed seed(gRandomSeed);
// Generate some random sizes (within reasonable ranges) // Generate some random sizes (within reasonable ranges)
for (size_t i = 0; i < nsizes; i++) for (size_t i = 0; i < nsizes; i++)
{ {
sizes[i].width = random_in_range(2, min(size, 1 << (i + 4)), seed); sizes[i].width = random_in_range(2, std::min(size, 1 << (i + 4)), seed);
sizes[i].height = 1; sizes[i].height = 1;
sizes[i].depth = 1; sizes[i].depth = 1;
} }

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@@ -24,7 +24,6 @@
#endif #endif
#include <algorithm> #include <algorithm>
using namespace std;
void calc_1D_array_size_descriptors(sizevec_t* sizes, size_t nsizes) void calc_1D_array_size_descriptors(sizevec_t* sizes, size_t nsizes)
{ {
// Need to limit array size according to GL device properties // Need to limit array size according to GL device properties
@@ -38,9 +37,9 @@ void calc_1D_array_size_descriptors(sizevec_t* sizes, size_t nsizes)
for (size_t i = 0; i < nsizes; i++) for (size_t i = 0; i < nsizes; i++)
{ {
sizes[i].width = sizes[i].width =
random_in_range(2, min(maxTextureSize, 1 << (i + 4)), seed); random_in_range(2, std::min(maxTextureSize, 1 << (i + 4)), seed);
sizes[i].height = sizes[i].height =
random_in_range(2, min(maxTextureLayers, 1 << (i + 4)), seed); random_in_range(2, std::min(maxTextureLayers, 1 << (i + 4)), seed);
sizes[i].depth = 1; sizes[i].depth = 1;
} }
} }

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@@ -24,11 +24,6 @@
#endif #endif
#include <algorithm> #include <algorithm>
using namespace std;
#pragma mark -
#pragma mark _2D read tests
void calc_2D_test_size_descriptors(sizevec_t* sizes, size_t nsizes) void calc_2D_test_size_descriptors(sizevec_t* sizes, size_t nsizes)
{ {
// Need to limit array size according to GL device properties // Need to limit array size according to GL device properties
@@ -37,15 +32,16 @@ void calc_2D_test_size_descriptors(sizevec_t* sizes, size_t nsizes)
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTextureSize); glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTextureSize);
glGetIntegerv(GL_MAX_RECTANGLE_TEXTURE_SIZE_EXT, &maxTextureRectangleSize); glGetIntegerv(GL_MAX_RECTANGLE_TEXTURE_SIZE_EXT, &maxTextureRectangleSize);
size = min(maxTextureSize, maxTextureRectangleSize); size = std::min(maxTextureSize, maxTextureRectangleSize);
RandomSeed seed(gRandomSeed); RandomSeed seed(gRandomSeed);
// Generate some random sizes (within reasonable ranges) // Generate some random sizes (within reasonable ranges)
for (size_t i = 0; i < nsizes; i++) for (size_t i = 0; i < nsizes; i++)
{ {
sizes[i].width = random_in_range(2, min(size, 1 << (i + 4)), seed); sizes[i].width = random_in_range(2, std::min(size, 1 << (i + 4)), seed);
sizes[i].height = random_in_range(2, min(size, 1 << (i + 4)), seed); sizes[i].height =
random_in_range(2, std::min(size, 1 << (i + 4)), seed);
sizes[i].depth = 1; sizes[i].depth = 1;
} }
} }
@@ -63,7 +59,7 @@ void calc_cube_test_size_descriptors(sizevec_t* sizes, size_t nsizes)
for (size_t i = 0; i < nsizes; i++) for (size_t i = 0; i < nsizes; i++)
{ {
sizes[i].width = sizes[i].height = sizes[i].width = sizes[i].height =
random_in_range(2, min(maxQubeMapSize, 1 << (i + 4)), seed); random_in_range(2, std::min(maxQubeMapSize, 1 << (i + 4)), seed);
sizes[i].depth = 1; sizes[i].depth = 1;
} }
} }

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@@ -24,8 +24,6 @@
#endif #endif
#include <algorithm> #include <algorithm>
using namespace std;
void calc_2D_array_size_descriptors(sizevec_t* sizes, size_t nsizes) void calc_2D_array_size_descriptors(sizevec_t* sizes, size_t nsizes)
{ {
// Need to limit array size according to GL device properties // Need to limit array size according to GL device properties
@@ -39,11 +37,11 @@ void calc_2D_array_size_descriptors(sizevec_t* sizes, size_t nsizes)
for (size_t i = 0; i < nsizes; i++) for (size_t i = 0; i < nsizes; i++)
{ {
sizes[i].width = sizes[i].width =
random_in_range(2, min(maxTextureSize, 1 << (i + 4)), seed); random_in_range(2, std::min(maxTextureSize, 1 << (i + 4)), seed);
sizes[i].height = sizes[i].height =
random_in_range(2, min(maxTextureSize, 1 << (i + 4)), seed); random_in_range(2, std::min(maxTextureSize, 1 << (i + 4)), seed);
sizes[i].depth = sizes[i].depth =
random_in_range(2, min(maxTextureLayers, 1 << (i + 4)), seed); random_in_range(2, std::min(maxTextureLayers, 1 << (i + 4)), seed);
} }
} }

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@@ -24,11 +24,6 @@
#endif #endif
#include <algorithm> #include <algorithm>
using namespace std;
#pragma mark -
#pragma mark _3D read test
void calc_3D_size_descriptors(sizevec_t* sizes, size_t nsizes) void calc_3D_size_descriptors(sizevec_t* sizes, size_t nsizes)
{ {
// Need to limit array size according to GL device properties // Need to limit array size according to GL device properties
@@ -41,11 +36,11 @@ void calc_3D_size_descriptors(sizevec_t* sizes, size_t nsizes)
for (size_t i = 0; i < nsizes; i++) for (size_t i = 0; i < nsizes; i++)
{ {
sizes[i].width = sizes[i].width =
random_in_range(2, min(maxTextureSize, 1 << (i + 4)), seed); random_in_range(2, std::min(maxTextureSize, 1 << (i + 4)), seed);
sizes[i].height = sizes[i].height =
random_in_range(2, min(maxTextureSize, 1 << (i + 4)), seed); random_in_range(2, std::min(maxTextureSize, 1 << (i + 4)), seed);
sizes[i].depth = sizes[i].depth =
random_in_range(2, min(maxTextureSize, 1 << (i + 4)), seed); random_in_range(2, std::min(maxTextureSize, 1 << (i + 4)), seed);
} }
} }

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@@ -25,11 +25,6 @@
#include <algorithm> #include <algorithm>
using namespace std;
#pragma mark -
#pragma mark _2D depth read tests
void calc_depth_size_descriptors(sizevec_t* sizes, size_t nsizes) void calc_depth_size_descriptors(sizevec_t* sizes, size_t nsizes)
{ {
// Need to limit texture size according to GL device properties // Need to limit texture size according to GL device properties
@@ -37,15 +32,16 @@ void calc_depth_size_descriptors(sizevec_t* sizes, size_t nsizes)
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTextureSize); glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTextureSize);
glGetIntegerv(GL_MAX_RECTANGLE_TEXTURE_SIZE_EXT, &maxTextureRectangleSize); glGetIntegerv(GL_MAX_RECTANGLE_TEXTURE_SIZE_EXT, &maxTextureRectangleSize);
size = min(maxTextureSize, maxTextureRectangleSize); size = std::min(maxTextureSize, maxTextureRectangleSize);
RandomSeed seed(gRandomSeed); RandomSeed seed(gRandomSeed);
// Generate some random sizes (within reasonable ranges) // Generate some random sizes (within reasonable ranges)
for (size_t i = 0; i < nsizes; i++) for (size_t i = 0; i < nsizes; i++)
{ {
sizes[i].width = random_in_range(2, min(size, 1 << (i + 4)), seed); sizes[i].width = random_in_range(2, std::min(size, 1 << (i + 4)), seed);
sizes[i].height = random_in_range(2, min(size, 1 << (i + 4)), seed); sizes[i].height =
random_in_range(2, std::min(size, 1 << (i + 4)), seed);
sizes[i].depth = 1; sizes[i].depth = 1;
} }
} }
@@ -59,17 +55,18 @@ void calc_depth_array_size_descriptors(sizevec_t* sizes, size_t nsizes)
glGetIntegerv(GL_MAX_RECTANGLE_TEXTURE_SIZE_EXT, &maxTextureRectangleSize); glGetIntegerv(GL_MAX_RECTANGLE_TEXTURE_SIZE_EXT, &maxTextureRectangleSize);
glGetIntegerv(GL_MAX_ARRAY_TEXTURE_LAYERS, &maxTextureLayers); glGetIntegerv(GL_MAX_ARRAY_TEXTURE_LAYERS, &maxTextureLayers);
size = min(maxTextureSize, maxTextureRectangleSize); size = std::min(maxTextureSize, maxTextureRectangleSize);
RandomSeed seed(gRandomSeed); RandomSeed seed(gRandomSeed);
// Generate some random sizes (within reasonable ranges) // Generate some random sizes (within reasonable ranges)
for (size_t i = 0; i < nsizes; i++) for (size_t i = 0; i < nsizes; i++)
{ {
sizes[i].width = random_in_range(2, min(size, 1 << (i + 4)), seed); sizes[i].width = random_in_range(2, std::min(size, 1 << (i + 4)), seed);
sizes[i].height = random_in_range(2, min(size, 1 << (i + 4)), seed); sizes[i].height =
random_in_range(2, std::min(size, 1 << (i + 4)), seed);
sizes[i].depth = sizes[i].depth =
random_in_range(2, min(maxTextureLayers, 1 << (i + 4)), seed); random_in_range(2, std::min(maxTextureLayers, 1 << (i + 4)), seed);
} }
} }

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@@ -25,8 +25,6 @@
#include <algorithm> #include <algorithm>
using namespace std;
void calc_2D_multisample_size_descriptors(sizevec_t* sizes, size_t nsizes) void calc_2D_multisample_size_descriptors(sizevec_t* sizes, size_t nsizes)
{ {
// Need to limit texture size according to GL device properties // Need to limit texture size according to GL device properties
@@ -39,9 +37,9 @@ void calc_2D_multisample_size_descriptors(sizevec_t* sizes, size_t nsizes)
for (size_t i = 0; i < nsizes; i++) for (size_t i = 0; i < nsizes; i++)
{ {
sizes[i].width = sizes[i].width =
random_in_range(2, min(maxTextureSize, 1 << (i + 4)), seed); random_in_range(2, std::min(maxTextureSize, 1 << (i + 4)), seed);
sizes[i].height = sizes[i].height =
random_in_range(2, min(maxTextureSize, 1 << (i + 4)), seed); random_in_range(2, std::min(maxTextureSize, 1 << (i + 4)), seed);
sizes[i].depth = 1; sizes[i].depth = 1;
} }
} }
@@ -59,11 +57,11 @@ void calc_2D_array_multisample_size_descriptors(sizevec_t* sizes, size_t nsizes)
for (size_t i = 0; i < nsizes; i++) for (size_t i = 0; i < nsizes; i++)
{ {
sizes[i].width = sizes[i].width =
random_in_range(2, min(maxTextureSize, 1 << (i + 4)), seed); random_in_range(2, std::min(maxTextureSize, 1 << (i + 4)), seed);
sizes[i].height = sizes[i].height =
random_in_range(2, min(maxTextureSize, 1 << (i + 4)), seed); random_in_range(2, std::min(maxTextureSize, 1 << (i + 4)), seed);
sizes[i].depth = sizes[i].depth =
random_in_range(2, min(maxTextureLayers, 1 << (i + 4)), seed); random_in_range(2, std::min(maxTextureLayers, 1 << (i + 4)), seed);
} }
} }

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@@ -42,16 +42,15 @@ const std::string spvVersionSkipArg = "--skip-spirv-version-check";
std::vector<unsigned char> readBinary(const char *file_name) std::vector<unsigned char> readBinary(const char *file_name)
{ {
using namespace std; std::ifstream file(file_name,
std::ios::in | std::ios::binary | std::ios::ate);
ifstream file(file_name, ios::in | ios::binary | ios::ate);
std::vector<char> tmpBuffer(0); std::vector<char> tmpBuffer(0);
if (file.is_open()) { if (file.is_open()) {
size_t size = file.tellg(); size_t size = file.tellg();
tmpBuffer.resize(size); tmpBuffer.resize(size);
file.seekg(0, ios::beg); file.seekg(0, std::ios::beg);
file.read(&tmpBuffer[0], size); file.read(&tmpBuffer[0], size);
file.close(); file.close();
} else { } else {