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/validationES.cpp b/src/libANGLE/validationES.cpp
index 3672a99..0bfdc24 100644
--- a/src/libANGLE/validationES.cpp
+++ b/src/libANGLE/validationES.cpp
@@ -8,20 +8,20 @@
#include "libANGLE/validationES.h"
-#include "libANGLE/validationES2.h"
-#include "libANGLE/validationES3.h"
#include "libANGLE/Context.h"
#include "libANGLE/Display.h"
-#include "libANGLE/Texture.h"
#include "libANGLE/Framebuffer.h"
#include "libANGLE/FramebufferAttachment.h"
-#include "libANGLE/formatutils.h"
#include "libANGLE/Image.h"
-#include "libANGLE/Query.h"
#include "libANGLE/Program.h"
-#include "libANGLE/Uniform.h"
+#include "libANGLE/Query.h"
+#include "libANGLE/Texture.h"
#include "libANGLE/TransformFeedback.h"
+#include "libANGLE/Uniform.h"
#include "libANGLE/VertexArray.h"
+#include "libANGLE/formatutils.h"
+#include "libANGLE/validationES2.h"
+#include "libANGLE/validationES3.h"
#include "common/mathutil.h"
#include "common/utilities.h"
@@ -44,10 +44,10 @@
bool webglCompatibility = context->getExtensions().webglCompatibility;
- const VertexArray *vao = state.getVertexArray();
- const auto &vertexAttribs = vao->getVertexAttributes();
+ const VertexArray *vao = state.getVertexArray();
+ const auto &vertexAttribs = vao->getVertexAttributes();
const auto &vertexBindings = vao->getVertexBindings();
- size_t maxEnabledAttrib = vao->getMaxEnabledAttribute();
+ size_t maxEnabledAttrib = vao->getMaxEnabledAttribute();
for (size_t attributeIndex = 0; attributeIndex < maxEnabledAttrib; ++attributeIndex)
{
const VertexAttribute &attrib = vertexAttribs[attributeIndex];
@@ -57,7 +57,8 @@
}
const VertexBinding &binding = vertexBindings[attrib.bindingIndex];
- // If we have no buffer, then we either get an error, or there are no more checks to be done.
+ // If we have no buffer, then we either get an error, or there are no more checks to be
+ // done.
gl::Buffer *buffer = binding.buffer.get();
if (!buffer)
{
@@ -76,9 +77,8 @@
{
// This is an application error that would normally result in a crash,
// but we catch it and return an error
- context->handleError(
- Error(GL_INVALID_OPERATION,
- "An enabled vertex array has no buffer and no pointer."));
+ context->handleError(Error(
+ GL_INVALID_OPERATION, "An enabled vertex array has no buffer and no pointer."));
return false;
}
continue;
@@ -135,8 +135,8 @@
// enough backing data.
if (attribDataSizeWithOffset > static_cast<uint64_t>(buffer->getSize()))
{
- context->handleError(Error(GL_INVALID_OPERATION,
- "Vertex buffer is not big enough for the draw call"));
+ context->handleError(
+ Error(GL_INVALID_OPERATION, "Vertex buffer is not big enough for the draw call"));
return false;
}
}