Fix misc-macro-parentheses warnings in deqp.
[platform/upstream/VK-GL-CTS.git] / external / vulkancts / modules / vulkan / shaderrender / vktShaderRenderStructTests.cpp
index 60d454f..8e11acb 100644 (file)
@@ -145,10 +145,10 @@ public:
 
 void LocalStructTests::init (void)
 {
-       #define LOCAL_STRUCT_CASE(NAME, DESCRIPTION, SHADER_SRC, SET_UNIFORMS_BODY, EVAL_FUNC_BODY)                                                                                                                                     \
-               do {                                                                                                                                                                                                                                                                    \
-                       struct SetUniforms_##NAME { static void setUniforms (ShaderRenderCaseInstance& instance, const tcu::Vec4&) SET_UNIFORMS_BODY };         \
-                       struct Eval_##NAME { static void eval (ShaderEvalContext& c) EVAL_FUNC_BODY };                                                                                                          \
+       #define LOCAL_STRUCT_CASE(NAME, DESCRIPTION, SHADER_SRC, SET_UNIFORMS_BODY, EVAL_FUNC_BODY)                                                                                                                                                             \
+               do {                                                                                                                                                                                                                                                                                                                            \
+                       struct SetUniforms_##NAME { static void setUniforms (ShaderRenderCaseInstance& instance, const tcu::Vec4&) SET_UNIFORMS_BODY }; /* NOLINT(SET_UNIFORMS_BODY) */ \
+                       struct Eval_##NAME { static void eval (ShaderEvalContext& c) EVAL_FUNC_BODY };  /* NOLINT(EVAL_FUNC_BODY) */                                                                                                    \
                        addChild(createStructCase(m_testCtx, #NAME "_vertex", DESCRIPTION, true, &Eval_##NAME::eval, &SetUniforms_##NAME::setUniforms, SHADER_SRC).release());                  \
                        addChild(createStructCase(m_testCtx, #NAME "_fragment", DESCRIPTION, false, &Eval_##NAME::eval, &SetUniforms_##NAME::setUniforms, SHADER_SRC).release());               \
                } while (deGetFalse())
@@ -1245,8 +1245,10 @@ void UniformStructTests::init (void)
 {
        #define UNIFORM_STRUCT_CASE(NAME, DESCRIPTION, SHADER_SRC, SET_UNIFORMS_BODY, EVAL_FUNC_BODY)                                                                                                                           \
                do {                                                                                                                                                                                                                                                                                                                    \
-                       struct SetUniforms_##NAME { static void setUniforms (ShaderRenderCaseInstance& instance, const tcu::Vec4& constCoords) SET_UNIFORMS_BODY };             \
-                       struct Eval_##NAME { static void eval (ShaderEvalContext& c) EVAL_FUNC_BODY };                                                                                                                                                          \
+                       struct SetUniforms_##NAME {                                                                                                                                                                                                                                                                     \
+                                static void setUniforms (ShaderRenderCaseInstance& instance, const tcu::Vec4& constCoords) SET_UNIFORMS_BODY  /* NOLINT(SET_UNIFORMS_BODY) */                  \
+                       };                                                                                                                                                                                                                                                                                                                      \
+                       struct Eval_##NAME { static void eval (ShaderEvalContext& c) EVAL_FUNC_BODY };  /* NOLINT(EVAL_FUNC_BODY) */                                                                                            \
                        addChild(createStructCase(m_testCtx, #NAME "_vertex", DESCRIPTION, true, Eval_##NAME::eval, SetUniforms_##NAME::setUniforms, SHADER_SRC).release());            \
                        addChild(createStructCase(m_testCtx, #NAME "_fragment", DESCRIPTION, false, Eval_##NAME::eval, SetUniforms_##NAME::setUniforms, SHADER_SRC).release());         \
                } while (deGetFalse())