Apply clang-format to many files.

This cleans up the formatting in many places.

BUG=None

Change-Id: I6c6652ebc042f1f0ffecced53582d09d66b4f384
Reviewed-on: https://chromium-review.googlesource.com/487884
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
diff --git a/src/libANGLE/renderer/d3d/FramebufferD3D.cpp b/src/libANGLE/renderer/d3d/FramebufferD3D.cpp
index 747f551..86653f6 100644
--- a/src/libANGLE/renderer/d3d/FramebufferD3D.cpp
+++ b/src/libANGLE/renderer/d3d/FramebufferD3D.cpp
@@ -9,14 +9,14 @@
 #include "libANGLE/renderer/d3d/FramebufferD3D.h"
 
 #include "common/bitset_utils.h"
-#include "libANGLE/formatutils.h"
 #include "libANGLE/Framebuffer.h"
 #include "libANGLE/FramebufferAttachment.h"
 #include "libANGLE/Surface.h"
+#include "libANGLE/formatutils.h"
 #include "libANGLE/renderer/ContextImpl.h"
-#include "libANGLE/renderer/d3d/RendererD3D.h"
-#include "libANGLE/renderer/d3d/RenderbufferD3D.h"
 #include "libANGLE/renderer/d3d/RenderTargetD3D.h"
+#include "libANGLE/renderer/d3d/RenderbufferD3D.h"
+#include "libANGLE/renderer/d3d/RendererD3D.h"
 #include "libANGLE/renderer/d3d/SurfaceD3D.h"
 #include "libANGLE/renderer/d3d/SwapChainD3D.h"
 #include "libANGLE/renderer/d3d/TextureD3D.h"
@@ -84,7 +84,6 @@
 
     return clearParams;
 }
-
 }
 
 FramebufferD3D::FramebufferD3D(const gl::FramebufferState &data, RendererD3D *renderer)
@@ -332,12 +331,13 @@
 
     for (size_t attachmentIndex = 0; attachmentIndex < colorAttachments.size(); ++attachmentIndex)
     {
-        GLenum drawBufferState = drawBufferStates[attachmentIndex];
+        GLenum drawBufferState                           = drawBufferStates[attachmentIndex];
         const gl::FramebufferAttachment &colorAttachment = colorAttachments[attachmentIndex];
 
         if (colorAttachment.isAttached() && drawBufferState != GL_NONE)
         {
-            ASSERT(drawBufferState == GL_BACK || drawBufferState == (GL_COLOR_ATTACHMENT0_EXT + attachmentIndex));
+            ASSERT(drawBufferState == GL_BACK ||
+                   drawBufferState == (GL_COLOR_ATTACHMENT0_EXT + attachmentIndex));
             colorAttachmentsForRender.push_back(&colorAttachment);
         }
         else if (!workarounds.mrtPerfWorkaround)