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)
{