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/LineLoopTest.cpp b/src/tests/gl_tests/LineLoopTest.cpp
index 6d5a440..91fe88b 100644
--- a/src/tests/gl_tests/LineLoopTest.cpp
+++ b/src/tests/gl_tests/LineLoopTest.cpp
@@ -25,24 +25,12 @@
     {
         ANGLETest::SetUp();
 
-        const std::string vsSource = SHADER_SOURCE
-        (
-            attribute highp vec4 position;
+        const std::string vsSource = SHADER_SOURCE(attribute highp vec4 position;
 
-            void main(void)
-            {
-                gl_Position = position;
-            }
-        );
+                                                   void main(void) { gl_Position = position; });
 
-        const std::string fsSource = SHADER_SOURCE
-        (
-            uniform highp vec4 color;
-            void main(void)
-            {
-                gl_FragColor = color;
-            }
-        );
+        const std::string fsSource =
+            SHADER_SOURCE(uniform highp vec4 color; void main(void) { gl_FragColor = color; });
 
         mProgram = CompileProgram(vsSource, fsSource);
         if (mProgram == 0)
@@ -51,7 +39,7 @@
         }
 
         mPositionLocation = glGetAttribLocation(mProgram, "position");
-        mColorLocation = glGetUniformLocation(mProgram, "color");
+        mColorLocation    = glGetUniformLocation(mProgram, "color");
 
         glBlendFunc(GL_ONE, GL_ONE);
         glEnable(GL_BLEND);
@@ -71,31 +59,13 @@
     {
         glClear(GL_COLOR_BUFFER_BIT);
 
-        static const GLfloat loopPositions[] =
-        {
-             0.0f,  0.0f,
-             0.0f,  0.0f,
-             0.0f,  0.0f,
-             0.0f,  0.0f,
-             0.0f,  0.0f,
-             0.0f,  0.0f,
-            -0.5f, -0.5f,
-            -0.5f,  0.5f,
-             0.5f,  0.5f,
-             0.5f, -0.5f
-        };
+        static const GLfloat loopPositions[] = {0.0f,  0.0f, 0.0f, 0.0f, 0.0f, 0.0f,  0.0f,
+                                                0.0f,  0.0f, 0.0f, 0.0f, 0.0f, -0.5f, -0.5f,
+                                                -0.5f, 0.5f, 0.5f, 0.5f, 0.5f, -0.5f};
 
-        static const GLfloat stripPositions[] =
-        {
-            -0.5f, -0.5f,
-            -0.5f,  0.5f,
-             0.5f,  0.5f,
-             0.5f, -0.5f
-        };
-        static const GLubyte stripIndices[] =
-        {
-            1, 0, 3, 2, 1
-        };
+        static const GLfloat stripPositions[] = {-0.5f, -0.5f, -0.5f, 0.5f,
+                                                 0.5f,  0.5f,  0.5f,  -0.5f};
+        static const GLubyte stripIndices[] = {1, 0, 3, 2, 1};
 
         glUseProgram(mProgram);
         glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
@@ -110,7 +80,8 @@
         glDrawElements(GL_LINE_STRIP, 5, GL_UNSIGNED_BYTE, stripIndices);
 
         std::vector<GLubyte> pixels(getWindowWidth() * getWindowHeight() * 4);
-        glReadPixels(0, 0, getWindowWidth(), getWindowHeight(), GL_RGBA, GL_UNSIGNED_BYTE, &pixels[0]);
+        glReadPixels(0, 0, getWindowWidth(), getWindowHeight(), GL_RGBA, GL_UNSIGNED_BYTE,
+                     &pixels[0]);
 
         ASSERT_GL_NO_ERROR();
 
@@ -118,7 +89,7 @@
         {
             for (int x = 0; x < getWindowWidth(); x++)
             {
-                const GLubyte* pixel = &pixels[0] + ((y * getWindowWidth() + x) * 4);
+                const GLubyte *pixel = &pixels[0] + ((y * getWindowWidth() + x) * 4);
 
                 EXPECT_EQ(pixel[0], 0);
                 EXPECT_EQ(pixel[1], pixel[2]);
@@ -139,7 +110,7 @@
     // This doesn't occur on Windows 10 (Version 1511) though.
     ignoreD3D11SDKLayersWarnings();
 
-    static const GLubyte indices[] = { 0, 7, 6, 9, 8, 0 };
+    static const GLubyte indices[] = {0, 7, 6, 9, 8, 0};
     runTest(GL_UNSIGNED_BYTE, 0, indices + 1);
 }
 
@@ -148,7 +119,7 @@
     // Disable D3D11 SDK Layers warnings checks, see ANGLE issue 667 for details
     ignoreD3D11SDKLayersWarnings();
 
-    static const GLushort indices[] = { 0, 7, 6, 9, 8, 0 };
+    static const GLushort indices[] = {0, 7, 6, 9, 8, 0};
     runTest(GL_UNSIGNED_SHORT, 0, indices + 1);
 }
 
@@ -162,7 +133,7 @@
     // Disable D3D11 SDK Layers warnings checks, see ANGLE issue 667 for details
     ignoreD3D11SDKLayersWarnings();
 
-    static const GLuint indices[] = { 0, 7, 6, 9, 8, 0 };
+    static const GLuint indices[] = {0, 7, 6, 9, 8, 0};
     runTest(GL_UNSIGNED_INT, 0, indices + 1);
 }
 
@@ -171,7 +142,7 @@
     // Disable D3D11 SDK Layers warnings checks, see ANGLE issue 667 for details
     ignoreD3D11SDKLayersWarnings();
 
-    static const GLubyte indices[] = { 0, 7, 6, 9, 8, 0 };
+    static const GLubyte indices[] = {0, 7, 6, 9, 8, 0};
 
     GLuint buf;
     glGenBuffers(1, &buf);
@@ -188,7 +159,7 @@
     // Disable D3D11 SDK Layers warnings checks, see ANGLE issue 667 for details
     ignoreD3D11SDKLayersWarnings();
 
-    static const GLushort indices[] = { 0, 7, 6, 9, 8, 0 };
+    static const GLushort indices[] = {0, 7, 6, 9, 8, 0};
 
     GLuint buf;
     glGenBuffers(1, &buf);
@@ -210,7 +181,7 @@
     // Disable D3D11 SDK Layers warnings checks, see ANGLE issue 667 for details
     ignoreD3D11SDKLayersWarnings();
 
-    static const GLuint indices[] = { 0, 7, 6, 9, 8, 0 };
+    static const GLuint indices[] = {0, 7, 6, 9, 8, 0};
 
     GLuint buf;
     glGenBuffers(1, &buf);
@@ -222,5 +193,6 @@
     glDeleteBuffers(1, &buf);
 }
 
-// Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
+// Use this to select which configurations (e.g. which renderer, which GLES major version) these
+// tests should be run against.
 ANGLE_INSTANTIATE_TEST(LineLoopTest, ES2_D3D9(), ES2_D3D11(), ES2_OPENGL(), ES2_OPENGLES());