diff options
Diffstat (limited to 'src/tests/test_shader_compilation.cc')
| -rw-r--r-- | src/tests/test_shader_compilation.cc | 14 |
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); |
