#define SHADER_OP_CASE(NAME, DESCRIPTION, SHADER_OP, EVAL_FUNC_BODY) \
do { \
- struct Eval_##NAME { static void eval (ShaderEvalContext& c) EVAL_FUNC_BODY }; \
+ struct Eval_##NAME { static void eval (ShaderEvalContext& c) EVAL_FUNC_BODY }; /* NOLINT(EVAL_FUNC_BODY) */ \
addChild(createExpressionCase(m_context, #NAME "_vertex", DESCRIPTION, true, &Eval_##NAME::eval, SHADER_OP)); \
addChild(createExpressionCase(m_context, #NAME "_fragment", DESCRIPTION, false, &Eval_##NAME::eval, SHADER_OP)); \
} while (deGetFalse())