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authorEllie Hermaszewska <ellieh@nvidia.com>2024-11-06 01:47:26 +0800
committerGitHub <noreply@github.com>2024-11-05 09:47:26 -0800
commitb118451e301d734e3e783b3acdf871f3f6ea851c (patch)
tree277f160d31e2c442f724bc6a2d3c09fabff403ca /tools/render-test/slang-support.cpp
parent53dd5928c35d5a5cb1f7d2a563348fd1fa87d672 (diff)
Move switch statement bodies to their own lines (#5493)
* Move switch statement bodies to their own lines * format --------- Co-authored-by: Yong He <yonghe@outlook.com>
Diffstat (limited to 'tools/render-test/slang-support.cpp')
-rw-r--r--tools/render-test/slang-support.cpp23
1 files changed, 17 insertions, 6 deletions
diff --git a/tools/render-test/slang-support.cpp b/tools/render-test/slang-support.cpp
index 924a19104..368ee0390 100644
--- a/tools/render-test/slang-support.cpp
+++ b/tools/render-test/slang-support.cpp
@@ -121,7 +121,9 @@ void ShaderCompilerUtil::Output::reset()
case SLANG_SOURCE_LANGUAGE_HLSL:
spAddPreprocessorDefine(slangRequest, "__HLSL__", "1");
break;
- case SLANG_SOURCE_LANGUAGE_C: spAddPreprocessorDefine(slangRequest, "__C__", "1"); break;
+ case SLANG_SOURCE_LANGUAGE_C:
+ spAddPreprocessorDefine(slangRequest, "__C__", "1");
+ break;
case SLANG_SOURCE_LANGUAGE_CPP:
spAddPreprocessorDefine(slangRequest, "__CPP__", "1");
break;
@@ -132,7 +134,9 @@ void ShaderCompilerUtil::Output::reset()
spAddPreprocessorDefine(slangRequest, "__WGSL__", "1");
break;
- default: assert(!"unexpected"); break;
+ default:
+ assert(!"unexpected");
+ break;
}
if (input.passThrough != SLANG_PASS_THROUGH_NONE)
@@ -316,8 +320,11 @@ void ShaderCompilerUtil::Output::reset()
switch (input.passThrough)
{
case SLANG_PASS_THROUGH_DXC:
- case SLANG_PASS_THROUGH_FXC: canUseSlangForPrecompile = true; break;
- default: break;
+ case SLANG_PASS_THROUGH_FXC:
+ canUseSlangForPrecompile = true;
+ break;
+ default:
+ break;
}
// If we are doing a HLSL pass-through compilation, then we can't rely
// on the downstream compiler for the reflection information that
@@ -419,10 +426,14 @@ void ShaderCompilerUtil::Output::reset()
// Default the amount of renderTargets based on shader type
switch (shaderType)
{
- default: layout.numRenderTargets = 1; break;
+ default:
+ layout.numRenderTargets = 1;
+ break;
case Options::ShaderProgramType::Compute:
- case Options::ShaderProgramType::RayTracing: layout.numRenderTargets = 0; break;
+ case Options::ShaderProgramType::RayTracing:
+ layout.numRenderTargets = 0;
+ break;
}
// Deterministic random generator