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mirror of https://github.com/godotengine/godot.git synced 2025-11-12 13:20:55 +00:00

clang-format: Disable alignment of operands, too unreliable

Sets `AlignOperands` to `DontAlign`.

`clang-format` developers seem to mostly care about space-based indentation and
every other version of clang-format breaks the bad mismatch of tabs and spaces
that it seems to use for operand alignment. So it's better without, so that it
respects our two-tabs `ContinuationIndentWidth`.
This commit is contained in:
Rémi Verschelde
2021-10-28 13:23:24 +02:00
parent c7f4e1d5dd
commit 42d385b312
96 changed files with 519 additions and 540 deletions

View File

@@ -2511,16 +2511,16 @@ bool ShaderLanguage::is_scalar_type(DataType p_type) {
bool ShaderLanguage::is_sampler_type(DataType p_type) {
return p_type == TYPE_SAMPLER2D ||
p_type == TYPE_ISAMPLER2D ||
p_type == TYPE_USAMPLER2D ||
p_type == TYPE_SAMPLER2DARRAY ||
p_type == TYPE_ISAMPLER2DARRAY ||
p_type == TYPE_USAMPLER2DARRAY ||
p_type == TYPE_SAMPLER3D ||
p_type == TYPE_ISAMPLER3D ||
p_type == TYPE_USAMPLER3D ||
p_type == TYPE_SAMPLERCUBE ||
p_type == TYPE_SAMPLEREXT;
p_type == TYPE_ISAMPLER2D ||
p_type == TYPE_USAMPLER2D ||
p_type == TYPE_SAMPLER2DARRAY ||
p_type == TYPE_ISAMPLER2DARRAY ||
p_type == TYPE_USAMPLER2DARRAY ||
p_type == TYPE_SAMPLER3D ||
p_type == TYPE_ISAMPLER3D ||
p_type == TYPE_USAMPLER3D ||
p_type == TYPE_SAMPLERCUBE ||
p_type == TYPE_SAMPLEREXT;
}
Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::ConstantNode::Value> &p_value, DataType p_type, ShaderLanguage::ShaderNode::Uniform::Hint p_hint) {
@@ -2654,16 +2654,16 @@ void ShaderLanguage::get_keyword_list(List<String> *r_keywords) {
bool ShaderLanguage::is_control_flow_keyword(String p_keyword) {
return p_keyword == "break" ||
p_keyword == "case" ||
p_keyword == "continue" ||
p_keyword == "default" ||
p_keyword == "do" ||
p_keyword == "else" ||
p_keyword == "for" ||
p_keyword == "if" ||
p_keyword == "return" ||
p_keyword == "switch" ||
p_keyword == "while";
p_keyword == "case" ||
p_keyword == "continue" ||
p_keyword == "default" ||
p_keyword == "do" ||
p_keyword == "else" ||
p_keyword == "for" ||
p_keyword == "if" ||
p_keyword == "return" ||
p_keyword == "switch" ||
p_keyword == "while";
}
void ShaderLanguage::get_builtin_funcs(List<String> *r_keywords) {