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())
{
#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())