Reduce left indentation for nested structs

This commit is contained in:
Joshua Groves 2019-03-08 07:15:36 -07:00
parent b2c58c7791
commit 5322f3c610
2 changed files with 193 additions and 185 deletions

5
.clang-format Normal file
View File

@ -0,0 +1,5 @@
IndentWidth: 4
# Reduce left indentation for nested structs
AlignOperands: false
AlignAfterOpenBracket: DontAlign

View File

@ -43,26 +43,27 @@ WGPUByteArray read_file(const char *name) {
int main() {
WGPUInstanceId instance = wgpu_create_instance();
WGPUAdapterId adapter = wgpu_instance_get_adapter(
instance, &(WGPUAdapterDescriptor){
WGPUAdapterId adapter = wgpu_instance_get_adapter(instance,
&(WGPUAdapterDescriptor){
.power_preference = WGPUPowerPreference_LowPower,
});
WGPUDeviceId device = wgpu_adapter_create_device(
adapter, &(WGPUDeviceDescriptor){
WGPUDeviceId device = wgpu_adapter_create_device(adapter,
&(WGPUDeviceDescriptor){
.extensions =
{
.anisotropic_filtering = false,
},
});
WGPUShaderModuleId vertex_shader = wgpu_device_create_shader_module(
device, &(WGPUShaderModuleDescriptor){
WGPUShaderModuleId vertex_shader = wgpu_device_create_shader_module(device,
&(WGPUShaderModuleDescriptor){
.code = read_file("./../../data/hello_triangle.vert.spv"),
});
WGPUShaderModuleId fragment_shader = wgpu_device_create_shader_module(
device, &(WGPUShaderModuleDescriptor){
WGPUShaderModuleId fragment_shader =
wgpu_device_create_shader_module(device,
&(WGPUShaderModuleDescriptor){
.code = read_file("./../../data/hello_triangle.frag.spv"),
});
@ -75,14 +76,16 @@ int main() {
WGPUBindGroupLayoutId bind_group_layouts[BIND_GROUP_LAYOUTS_LENGTH] = {
bind_group_layout};
WGPUPipelineLayoutId pipeline_layout = wgpu_device_create_pipeline_layout(
device, &(WGPUPipelineLayoutDescriptor){
WGPUPipelineLayoutId pipeline_layout =
wgpu_device_create_pipeline_layout(device,
&(WGPUPipelineLayoutDescriptor){
.bind_group_layouts = bind_group_layouts,
.bind_group_layouts_length = BIND_GROUP_LAYOUTS_LENGTH,
});
WGPURenderPipelineId render_pipeline = wgpu_device_create_render_pipeline(
device, &(WGPURenderPipelineDescriptor){
WGPURenderPipelineId render_pipeline =
wgpu_device_create_render_pipeline(device,
&(WGPURenderPipelineDescriptor){
.layout = pipeline_layout,
.vertex_stage =
(WGPUPipelineStageDescriptor){
@ -137,7 +140,8 @@ int main() {
}
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
GLFWwindow *window = glfwCreateWindow(640, 480, "wgpu with glfw", NULL, NULL);
GLFWwindow *window =
glfwCreateWindow(640, 480, "wgpu with glfw", NULL, NULL);
if (!window) {
printf("Cannot create window");
@ -154,8 +158,8 @@ int main() {
[ns_window.contentView setWantsLayer:YES];
metal_layer = [CAMetalLayer layer];
[ns_window.contentView setLayer:metal_layer];
surface =
wgpu_instance_create_surface_from_macos_layer(instance, metal_layer);
surface = wgpu_instance_create_surface_from_macos_layer(
instance, metal_layer);
}
#elif WGPU_TARGET == WGPU_TARGET_LINUX
{
@ -168,13 +172,12 @@ int main() {
{
HWND hwnd = glfwGetWin32Window(window);
HINSTANCE hinstance = GetModuleHandle(NULL);
surface = wgpu_instance_create_surface_from_windows_hwnd(instance,
hinstance, hwnd);
surface = wgpu_instance_create_surface_from_windows_hwnd(
instance, hinstance, hwnd);
}
#endif
WGPUSwapChainId swap_chain = wgpu_device_create_swap_chain(
device, surface,
WGPUSwapChainId swap_chain = wgpu_device_create_swap_chain(device, surface,
&(WGPUSwapChainDescriptor){
.usage = WGPUTextureUsageFlags_OUTPUT_ATTACHMENT,
.format = WGPUTextureFormat_Bgra8Unorm,
@ -199,8 +202,8 @@ int main() {
},
};
WGPURenderPassId rpass = wgpu_command_encoder_begin_render_pass(
cmd_encoder,
WGPURenderPassId rpass =
wgpu_command_encoder_begin_render_pass(cmd_encoder,
(WGPURenderPassDescriptor){
.color_attachments = color_attachments,
.color_attachments_length = RENDER_PASS_ATTACHMENTS_LENGTH,