Reformat all cpp and h files.

This applies git cl format --full to all ANGLE sources.

Bug: angleproject:2986
Change-Id: Ib504e618c1589332a37e97696cdc3515d739308f
Reviewed-on: https://chromium-review.googlesource.com/c/1351367
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
diff --git a/src/libANGLE/renderer/ProgramImpl.h b/src/libANGLE/renderer/ProgramImpl.h
index 6ad9999..58ef389 100644
--- a/src/libANGLE/renderer/ProgramImpl.h
+++ b/src/libANGLE/renderer/ProgramImpl.h
@@ -21,7 +21,7 @@
 {
 class Context;
 struct ProgramLinkedResources;
-}
+}  // namespace gl
 
 namespace sh
 {
@@ -70,8 +70,8 @@
                                gl::InfoLog &infoLog,
                                gl::BinaryInputStream *stream)                     = 0;
     virtual void save(const gl::Context *context, gl::BinaryOutputStream *stream) = 0;
-    virtual void setBinaryRetrievableHint(bool retrievable) = 0;
-    virtual void setSeparable(bool separable)               = 0;
+    virtual void setBinaryRetrievableHint(bool retrievable)                       = 0;
+    virtual void setSeparable(bool separable)                                     = 0;
 
     virtual std::unique_ptr<LinkEvent> link(const gl::Context *context,
                                             const gl::ProgramLinkedResources &resources,
@@ -82,32 +82,59 @@
     virtual void setUniform2fv(GLint location, GLsizei count, const GLfloat *v) = 0;
     virtual void setUniform3fv(GLint location, GLsizei count, const GLfloat *v) = 0;
     virtual void setUniform4fv(GLint location, GLsizei count, const GLfloat *v) = 0;
-    virtual void setUniform1iv(GLint location, GLsizei count, const GLint *v) = 0;
-    virtual void setUniform2iv(GLint location, GLsizei count, const GLint *v) = 0;
-    virtual void setUniform3iv(GLint location, GLsizei count, const GLint *v) = 0;
-    virtual void setUniform4iv(GLint location, GLsizei count, const GLint *v) = 0;
+    virtual void setUniform1iv(GLint location, GLsizei count, const GLint *v)   = 0;
+    virtual void setUniform2iv(GLint location, GLsizei count, const GLint *v)   = 0;
+    virtual void setUniform3iv(GLint location, GLsizei count, const GLint *v)   = 0;
+    virtual void setUniform4iv(GLint location, GLsizei count, const GLint *v)   = 0;
     virtual void setUniform1uiv(GLint location, GLsizei count, const GLuint *v) = 0;
     virtual void setUniform2uiv(GLint location, GLsizei count, const GLuint *v) = 0;
     virtual void setUniform3uiv(GLint location, GLsizei count, const GLuint *v) = 0;
     virtual void setUniform4uiv(GLint location, GLsizei count, const GLuint *v) = 0;
-    virtual void setUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = 0;
-    virtual void setUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = 0;
-    virtual void setUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = 0;
-    virtual void setUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = 0;
-    virtual void setUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = 0;
-    virtual void setUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = 0;
-    virtual void setUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = 0;
-    virtual void setUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = 0;
-    virtual void setUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = 0;
+    virtual void setUniformMatrix2fv(GLint location,
+                                     GLsizei count,
+                                     GLboolean transpose,
+                                     const GLfloat *value)                      = 0;
+    virtual void setUniformMatrix3fv(GLint location,
+                                     GLsizei count,
+                                     GLboolean transpose,
+                                     const GLfloat *value)                      = 0;
+    virtual void setUniformMatrix4fv(GLint location,
+                                     GLsizei count,
+                                     GLboolean transpose,
+                                     const GLfloat *value)                      = 0;
+    virtual void setUniformMatrix2x3fv(GLint location,
+                                       GLsizei count,
+                                       GLboolean transpose,
+                                       const GLfloat *value)                    = 0;
+    virtual void setUniformMatrix3x2fv(GLint location,
+                                       GLsizei count,
+                                       GLboolean transpose,
+                                       const GLfloat *value)                    = 0;
+    virtual void setUniformMatrix2x4fv(GLint location,
+                                       GLsizei count,
+                                       GLboolean transpose,
+                                       const GLfloat *value)                    = 0;
+    virtual void setUniformMatrix4x2fv(GLint location,
+                                       GLsizei count,
+                                       GLboolean transpose,
+                                       const GLfloat *value)                    = 0;
+    virtual void setUniformMatrix3x4fv(GLint location,
+                                       GLsizei count,
+                                       GLboolean transpose,
+                                       const GLfloat *value)                    = 0;
+    virtual void setUniformMatrix4x3fv(GLint location,
+                                       GLsizei count,
+                                       GLboolean transpose,
+                                       const GLfloat *value)                    = 0;
 
     // Done in the back-end to avoid having to keep a system copy of uniform data.
     virtual void getUniformfv(const gl::Context *context,
                               GLint location,
-                              GLfloat *params) const = 0;
+                              GLfloat *params) const                                           = 0;
     virtual void getUniformiv(const gl::Context *context, GLint location, GLint *params) const = 0;
     virtual void getUniformuiv(const gl::Context *context,
                                GLint location,
-                               GLuint *params) const = 0;
+                               GLuint *params) const                                           = 0;
 
     // CHROMIUM_path_rendering
     // Set parameters to control fragment shader input variable interpolation
@@ -122,8 +149,7 @@
     virtual void markUnusedUniformLocations(std::vector<gl::VariableLocation> *uniformLocations,
                                             std::vector<gl::SamplerBinding> *samplerBindings,
                                             std::vector<gl::ImageBinding> *imageBindings)
-    {
-    }
+    {}
 
     const gl::ProgramState &getState() const { return mState; }
 
@@ -142,4 +168,4 @@
 
 }  // namespace rx
 
-#endif // LIBANGLE_RENDERER_PROGRAMIMPL_H_
+#endif  // LIBANGLE_RENDERER_PROGRAMIMPL_H_