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Diffstat (limited to 'src/tests/test_shader_compilation.cc')
-rw-r--r--src/tests/test_shader_compilation.cc14
1 files changed, 6 insertions, 8 deletions
diff --git a/src/tests/test_shader_compilation.cc b/src/tests/test_shader_compilation.cc
index fdd71b8..e2c0adc 100644
--- a/src/tests/test_shader_compilation.cc
+++ b/src/tests/test_shader_compilation.cc
@@ -107,13 +107,12 @@ static bool init_wgpu() {
}
// Test shader compilation
-static bool test_shader_compilation(const char* name,
- const char* shader_code) {
+static bool test_shader_compilation(const char* name, const char* shader_code) {
printf("Testing compilation: %s...\n", name);
if (!g_device) {
printf("SKIPPED: %s (no GPU device)\n", name);
- return true; // Not a failure, just skipped
+ return true; // Not a failure, just skipped
}
#if defined(DEMO_CROSS_COMPILE_WIN32)
@@ -145,7 +144,7 @@ static bool test_shader_compilation(const char* name,
// Test composed shader with different modes
static bool test_composed_shader(const char* base_name, AssetId asset_id,
- bool with_bvh) {
+ bool with_bvh) {
const char* mode_name = with_bvh ? "BVH" : "Linear";
char test_name[128];
snprintf(test_name, sizeof(test_name), "%s (%s mode)", base_name, mode_name);
@@ -173,8 +172,7 @@ int main() {
bool gpu_available = init_wgpu();
if (!gpu_available) {
- printf(
- "Note: GPU not available - running composition-only tests\n\n");
+ printf("Note: GPU not available - running composition-only tests\n\n");
}
// Initialize shader composer
@@ -197,13 +195,13 @@ int main() {
// Test 2: Composed shaders (both BVH and Linear modes)
printf("\n--- Test 2: Composed Shaders (BVH Mode) ---\n");
all_passed &= test_composed_shader("Renderer 3D",
- AssetId::ASSET_SHADER_RENDERER_3D, true);
+ AssetId::ASSET_SHADER_RENDERER_3D, true);
all_passed &=
test_composed_shader("Mesh Render", AssetId::ASSET_SHADER_MESH, true);
printf("\n--- Test 3: Composed Shaders (Linear Mode) ---\n");
all_passed &= test_composed_shader("Renderer 3D",
- AssetId::ASSET_SHADER_RENDERER_3D, false);
+ AssetId::ASSET_SHADER_RENDERER_3D, false);
all_passed &=
test_composed_shader("Mesh Render", AssetId::ASSET_SHADER_MESH, false);