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/tests/gl_tests/IndexedPointsTest.cpp b/src/tests/gl_tests/IndexedPointsTest.cpp
index 980faaa..4858f20 100644
--- a/src/tests/gl_tests/IndexedPointsTest.cpp
+++ b/src/tests/gl_tests/IndexedPointsTest.cpp
@@ -23,77 +23,50 @@
         setConfigDepthBits(24);
     }
 
-    float getIndexPositionX(size_t idx)
-    {
-        return (idx == 0 || idx == 3) ? -0.5f : 0.5f;
-    }
+    float getIndexPositionX(size_t idx) { return (idx == 0 || idx == 3) ? -0.5f : 0.5f; }
 
-    float getIndexPositionY(size_t idx)
-    {
-        return (idx == 2 || idx == 3) ? -0.5f : 0.5f;
-    }
+    float getIndexPositionY(size_t idx) { return (idx == 2 || idx == 3) ? -0.5f : 0.5f; }
 
     virtual void SetUp()
     {
         ANGLETest::SetUp();
 
-        const std::string vertexShaderSource = SHADER_SOURCE
-        (
-            precision highp float;
-            attribute vec2 position;
+        const std::string vertexShaderSource =
+            SHADER_SOURCE(precision highp float; attribute vec2 position;
 
-            void main()
-            {
-                gl_PointSize = 5.0;
-                gl_Position = vec4(position, 0.0, 1.0);
-            }
-        );
+                          void main() {
+                              gl_PointSize = 5.0;
+                              gl_Position  = vec4(position, 0.0, 1.0);
+                          });
 
-        const std::string fragmentShaderSource = SHADER_SOURCE
-        (
-            precision highp float;
+        const std::string fragmentShaderSource =
+            SHADER_SOURCE(precision highp float;
 
-            void main()
-            {
-                gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
-            }
-        );
+                          void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); });
 
         mProgram = CompileProgram(vertexShaderSource, fragmentShaderSource);
         ASSERT_NE(0u, mProgram);
 
-        const std::string vertexShaderSource2 = SHADER_SOURCE
-        (
-            precision highp float;
-            attribute vec2 position;
-            attribute vec4 color;
-            varying vec4 vcolor;
+        const std::string vertexShaderSource2 =
+            SHADER_SOURCE(precision highp float; attribute vec2 position; attribute vec4 color;
+                          varying vec4 vcolor;
 
-            void main()
-            {
-                gl_PointSize = 5.0;
-                gl_Position = vec4(position, 0.0, 1.0);
-                vcolor = color;
-            }
-        );
+                          void main() {
+                              gl_PointSize = 5.0;
+                              gl_Position  = vec4(position, 0.0, 1.0);
+                              vcolor       = color;
+                          });
 
-        const std::string fragmentShaderSource2 = SHADER_SOURCE
-        (
-            precision highp float;
-            varying vec4 vcolor;
-            void main()
-            {
-                gl_FragColor = vec4(vcolor.xyz, 1.0);
-            }
-        );
+        const std::string fragmentShaderSource2 =
+            SHADER_SOURCE(precision highp float; varying vec4 vcolor;
+                          void main() { gl_FragColor = vec4(vcolor.xyz, 1.0); });
 
         mVertexWithColorBufferProgram = CompileProgram(vertexShaderSource2, fragmentShaderSource2);
         ASSERT_NE(0u, mVertexWithColorBufferProgram);
 
         // Construct a vertex buffer of position values and color values
         // contained in a single structure
-        const float verticesWithColor[] =
-        {
+        const float verticesWithColor[] = {
             getIndexPositionX(0), getIndexPositionY(0), 0.0f, 1.0f, 0.0f,
             getIndexPositionX(2), getIndexPositionY(2), 0.0f, 1.0f, 0.0f,
             getIndexPositionX(1), getIndexPositionY(1), 0.0f, 1.0f, 0.0f,
@@ -102,22 +75,20 @@
 
         glGenBuffers(1, &mVertexWithColorBuffer);
         glBindBuffer(GL_ARRAY_BUFFER, mVertexWithColorBuffer);
-        glBufferData(GL_ARRAY_BUFFER, sizeof(verticesWithColor), &verticesWithColor[0], GL_STATIC_DRAW);
+        glBufferData(GL_ARRAY_BUFFER, sizeof(verticesWithColor), &verticesWithColor[0],
+                     GL_STATIC_DRAW);
 
         // Construct a vertex buffer of position values only
-        const GLfloat vertices[] =
-        {
-            getIndexPositionX(0), getIndexPositionY(0),
-            getIndexPositionX(2), getIndexPositionY(2),
-            getIndexPositionX(1), getIndexPositionY(1),
-            getIndexPositionX(3), getIndexPositionY(3),
+        const GLfloat vertices[] = {
+            getIndexPositionX(0), getIndexPositionY(0), getIndexPositionX(2), getIndexPositionY(2),
+            getIndexPositionX(1), getIndexPositionY(1), getIndexPositionX(3), getIndexPositionY(3),
         };
         glGenBuffers(1, &mVertexBuffer);
         glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer);
         glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), &vertices[0], GL_STATIC_DRAW);
 
         // The indices buffer is shared between both variations of tests
-        const IndexType indices[] = { 0, 2, 1, 3 };
+        const IndexType indices[] = {0, 2, 1, 3};
         glGenBuffers(1, &mIndexBuffer);
         glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer);
         glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), &indices[0], GL_STATIC_DRAW);
@@ -170,12 +141,17 @@
         glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer);
         glUseProgram(program);
 
-        glDrawElements(GL_POINTS, mPointCount - firstIndex, IndexTypeName, reinterpret_cast<void*>(firstIndex * sizeof(IndexType)));
+        glDrawElements(GL_POINTS, mPointCount - firstIndex, IndexTypeName,
+                       reinterpret_cast<void *>(firstIndex * sizeof(IndexType)));
 
         for (size_t i = 0; i < mPointCount; i++)
         {
-            GLuint x = static_cast<GLuint>(viewportSize[0] + (getIndexPositionX(i) * 0.5f + 0.5f) * (viewportSize[2] - viewportSize[0]));
-            GLuint y = static_cast<GLuint>(viewportSize[1] + (getIndexPositionY(i) * 0.5f + 0.5f) * (viewportSize[3] - viewportSize[1]));
+            GLuint x =
+                static_cast<GLuint>(viewportSize[0] + (getIndexPositionX(i) * 0.5f + 0.5f) *
+                                                          (viewportSize[2] - viewportSize[0]));
+            GLuint y =
+                static_cast<GLuint>(viewportSize[1] + (getIndexPositionY(i) * 0.5f + 0.5f) *
+                                                          (viewportSize[3] - viewportSize[1]));
 
             if (i < firstIndex)
             {