• Show log

    Commit

  • Hash : a20af6d7
    Author : Olli Etuaho
    Date : 2017-09-18T13:32:29

    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>
    

  • Properties

  • Git HTTP https://git.kmx.io/kc3-lang/angle.git
    Git SSH git@git.kmx.io:kc3-lang/angle.git
    Public access ? public
    Description

    A conformant OpenGL ES implementation for Windows, Mac, Linux, iOS and Android.

    Homepage

    Github

    Users
    thodg_m kc3_lang_org thodg_w www_kmx_io thodg thodg_l
    Tags