#include "vkStrUtil.hpp"
#include "vkTypeUtil.hpp"
-#include "deClock.h"
#include "deRandom.hpp"
#include "deStringUtil.hpp"
#include "deUniquePtr.hpp"
}
};
-void getDefaultColors(RGBA colors[4]) {
+void getDefaultColors(RGBA (&colors)[4]) {
colors[0] = RGBA::white();
colors[1] = RGBA::red();
colors[2] = RGBA::blue();
template<size_t N>
InstanceContext createInstanceContext (const ShaderElement (&elements)[N], const RGBA (&inputColors)[4], const RGBA (&outputColors)[4], const map<string, string>& testCodeFragments)
{
- InstanceContext ctx(inputColors, outputColors, testCodeFragments);
+ InstanceContext ctx (inputColors, outputColors, testCodeFragments);
for (size_t i = 0; i < N; ++i)
{
ctx.moduleMap[elements[i].moduleName].push_back(std::make_pair(elements[i].entryName, elements[i].stage));