Fix up translator style.
Using git cl format.
BUG=angleproject:650
Change-Id: I7d3f98d2b0dcfb0a8de6c35327db74e55c28d761
Reviewed-on: https://chromium-review.googlesource.com/419059
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
diff --git a/src/compiler/translator/VariablePacker.cpp b/src/compiler/translator/VariablePacker.cpp
index a981c8a..9c4c937 100644
--- a/src/compiler/translator/VariablePacker.cpp
+++ b/src/compiler/translator/VariablePacker.cpp
@@ -15,33 +15,33 @@
{
switch (type)
{
- case GL_FLOAT_MAT4:
- case GL_FLOAT_MAT2:
- case GL_FLOAT_MAT2x4:
- case GL_FLOAT_MAT3x4:
- case GL_FLOAT_MAT4x2:
- case GL_FLOAT_MAT4x3:
- case GL_FLOAT_VEC4:
- case GL_INT_VEC4:
- case GL_BOOL_VEC4:
- case GL_UNSIGNED_INT_VEC4:
- return 4;
- case GL_FLOAT_MAT3:
- case GL_FLOAT_MAT2x3:
- case GL_FLOAT_MAT3x2:
- case GL_FLOAT_VEC3:
- case GL_INT_VEC3:
- case GL_BOOL_VEC3:
- case GL_UNSIGNED_INT_VEC3:
- return 3;
- case GL_FLOAT_VEC2:
- case GL_INT_VEC2:
- case GL_BOOL_VEC2:
- case GL_UNSIGNED_INT_VEC2:
- return 2;
- default:
- ASSERT(gl::VariableComponentCount(type) == 1);
- return 1;
+ case GL_FLOAT_MAT4:
+ case GL_FLOAT_MAT2:
+ case GL_FLOAT_MAT2x4:
+ case GL_FLOAT_MAT3x4:
+ case GL_FLOAT_MAT4x2:
+ case GL_FLOAT_MAT4x3:
+ case GL_FLOAT_VEC4:
+ case GL_INT_VEC4:
+ case GL_BOOL_VEC4:
+ case GL_UNSIGNED_INT_VEC4:
+ return 4;
+ case GL_FLOAT_MAT3:
+ case GL_FLOAT_MAT2x3:
+ case GL_FLOAT_MAT3x2:
+ case GL_FLOAT_VEC3:
+ case GL_INT_VEC3:
+ case GL_BOOL_VEC3:
+ case GL_UNSIGNED_INT_VEC3:
+ return 3;
+ case GL_FLOAT_VEC2:
+ case GL_INT_VEC2:
+ case GL_BOOL_VEC2:
+ case GL_UNSIGNED_INT_VEC2:
+ return 2;
+ default:
+ ASSERT(gl::VariableComponentCount(type) == 1);
+ return 1;
}
}
@@ -49,21 +49,21 @@
{
switch (type)
{
- case GL_FLOAT_MAT4:
- case GL_FLOAT_MAT2x4:
- case GL_FLOAT_MAT3x4:
- case GL_FLOAT_MAT4x3:
- case GL_FLOAT_MAT4x2:
- return 4;
- case GL_FLOAT_MAT3:
- case GL_FLOAT_MAT2x3:
- case GL_FLOAT_MAT3x2:
- return 3;
- case GL_FLOAT_MAT2:
- return 2;
- default:
- ASSERT(gl::VariableRowCount(type) == 1);
- return 1;
+ case GL_FLOAT_MAT4:
+ case GL_FLOAT_MAT2x4:
+ case GL_FLOAT_MAT3x4:
+ case GL_FLOAT_MAT4x3:
+ case GL_FLOAT_MAT4x2:
+ return 4;
+ case GL_FLOAT_MAT3:
+ case GL_FLOAT_MAT2x3:
+ case GL_FLOAT_MAT3x2:
+ return 3;
+ case GL_FLOAT_MAT2:
+ return 2;
+ default:
+ ASSERT(gl::VariableRowCount(type) == 1);
+ return 1;
}
}
@@ -73,7 +73,8 @@
{
int lhsSortOrder = gl::VariableSortOrder(lhs.type);
int rhsSortOrder = gl::VariableSortOrder(rhs.type);
- if (lhsSortOrder != rhsSortOrder) {
+ if (lhsSortOrder != rhsSortOrder)
+ {
return lhsSortOrder < rhsSortOrder;
}
// Sort by largest first.
@@ -83,66 +84,76 @@
unsigned VariablePacker::makeColumnFlags(int column, int numComponentsPerRow)
{
- return ((kColumnMask << (kNumColumns - numComponentsPerRow)) &
- kColumnMask) >> column;
+ return ((kColumnMask << (kNumColumns - numComponentsPerRow)) & kColumnMask) >> column;
}
void VariablePacker::fillColumns(int topRow, int numRows, int column, int numComponentsPerRow)
{
unsigned columnFlags = makeColumnFlags(column, numComponentsPerRow);
- for (int r = 0; r < numRows; ++r) {
+ for (int r = 0; r < numRows; ++r)
+ {
int row = topRow + r;
ASSERT((rows_[row] & columnFlags) == 0);
rows_[row] |= columnFlags;
}
}
-bool VariablePacker::searchColumn(int column, int numRows, int* destRow, int* destSize)
+bool VariablePacker::searchColumn(int column, int numRows, int *destRow, int *destSize)
{
ASSERT(destRow);
- for (; topNonFullRow_ < maxRows_ && rows_[topNonFullRow_] == kColumnMask;
- ++topNonFullRow_) {
+ for (; topNonFullRow_ < maxRows_ && rows_[topNonFullRow_] == kColumnMask; ++topNonFullRow_)
+ {
}
- for (; bottomNonFullRow_ >= 0 && rows_[bottomNonFullRow_] == kColumnMask;
- --bottomNonFullRow_) {
+ for (; bottomNonFullRow_ >= 0 && rows_[bottomNonFullRow_] == kColumnMask; --bottomNonFullRow_)
+ {
}
- if (bottomNonFullRow_ - topNonFullRow_ + 1 < numRows) {
+ if (bottomNonFullRow_ - topNonFullRow_ + 1 < numRows)
+ {
return false;
}
unsigned columnFlags = makeColumnFlags(column, 1);
- int topGoodRow = 0;
- int smallestGoodTop = -1;
+ int topGoodRow = 0;
+ int smallestGoodTop = -1;
int smallestGoodSize = maxRows_ + 1;
- int bottomRow = bottomNonFullRow_ + 1;
- bool found = false;
- for (int row = topNonFullRow_; row <= bottomRow; ++row) {
+ int bottomRow = bottomNonFullRow_ + 1;
+ bool found = false;
+ for (int row = topNonFullRow_; row <= bottomRow; ++row)
+ {
bool rowEmpty = row < bottomRow ? ((rows_[row] & columnFlags) == 0) : false;
- if (rowEmpty) {
- if (!found) {
+ if (rowEmpty)
+ {
+ if (!found)
+ {
topGoodRow = row;
- found = true;
+ found = true;
}
- } else {
- if (found) {
+ }
+ else
+ {
+ if (found)
+ {
int size = row - topGoodRow;
- if (size >= numRows && size < smallestGoodSize) {
+ if (size >= numRows && size < smallestGoodSize)
+ {
smallestGoodSize = size;
- smallestGoodTop = topGoodRow;
+ smallestGoodTop = topGoodRow;
}
}
found = false;
}
}
- if (smallestGoodTop < 0) {
+ if (smallestGoodTop < 0)
+ {
return false;
}
*destRow = smallestGoodTop;
- if (destSize) {
+ if (destSize)
+ {
*destSize = smallestGoodSize;
}
return true;
@@ -153,8 +164,8 @@
const std::vector<sh::ShaderVariable> &in_variables)
{
ASSERT(maxVectors > 0);
- maxRows_ = maxVectors;
- topNonFullRow_ = 0;
+ maxRows_ = maxVectors;
+ topNonFullRow_ = 0;
bottomNonFullRow_ = maxRows_ - 1;
std::vector<sh::ShaderVariable> variables;
@@ -165,9 +176,11 @@
}
// Check whether each variable fits in the available vectors.
- for (size_t i = 0; i < variables.size(); i++) {
+ for (size_t i = 0; i < variables.size(); i++)
+ {
const sh::ShaderVariable &variable = variables[i];
- if (variable.elementCount() > maxVectors / GetNumRows(variable.type)) {
+ if (variable.elementCount() > maxVectors / GetNumRows(variable.type))
+ {
return false;
}
}
@@ -180,83 +193,98 @@
// Packs the 4 column variables.
size_t ii = 0;
- for (; ii < variables.size(); ++ii) {
+ for (; ii < variables.size(); ++ii)
+ {
const sh::ShaderVariable &variable = variables[ii];
- if (GetNumComponentsPerRow(variable.type) != 4) {
+ if (GetNumComponentsPerRow(variable.type) != 4)
+ {
break;
}
topNonFullRow_ += GetNumRows(variable.type) * variable.elementCount();
}
- if (topNonFullRow_ > maxRows_) {
+ if (topNonFullRow_ > maxRows_)
+ {
return false;
}
// Packs the 3 column variables.
int num3ColumnRows = 0;
- for (; ii < variables.size(); ++ii) {
+ for (; ii < variables.size(); ++ii)
+ {
const sh::ShaderVariable &variable = variables[ii];
- if (GetNumComponentsPerRow(variable.type) != 3) {
+ if (GetNumComponentsPerRow(variable.type) != 3)
+ {
break;
}
num3ColumnRows += GetNumRows(variable.type) * variable.elementCount();
}
- if (topNonFullRow_ + num3ColumnRows > maxRows_) {
+ if (topNonFullRow_ + num3ColumnRows > maxRows_)
+ {
return false;
}
fillColumns(topNonFullRow_, num3ColumnRows, 0, 3);
// Packs the 2 column variables.
- int top2ColumnRow = topNonFullRow_ + num3ColumnRows;
- int twoColumnRowsAvailable = maxRows_ - top2ColumnRow;
+ int top2ColumnRow = topNonFullRow_ + num3ColumnRows;
+ int twoColumnRowsAvailable = maxRows_ - top2ColumnRow;
int rowsAvailableInColumns01 = twoColumnRowsAvailable;
int rowsAvailableInColumns23 = twoColumnRowsAvailable;
- for (; ii < variables.size(); ++ii) {
+ for (; ii < variables.size(); ++ii)
+ {
const sh::ShaderVariable &variable = variables[ii];
- if (GetNumComponentsPerRow(variable.type) != 2) {
+ if (GetNumComponentsPerRow(variable.type) != 2)
+ {
break;
}
int numRows = GetNumRows(variable.type) * variable.elementCount();
- if (numRows <= rowsAvailableInColumns01) {
+ if (numRows <= rowsAvailableInColumns01)
+ {
rowsAvailableInColumns01 -= numRows;
- } else if (numRows <= rowsAvailableInColumns23) {
+ }
+ else if (numRows <= rowsAvailableInColumns23)
+ {
rowsAvailableInColumns23 -= numRows;
- } else {
+ }
+ else
+ {
return false;
}
}
- int numRowsUsedInColumns01 =
- twoColumnRowsAvailable - rowsAvailableInColumns01;
- int numRowsUsedInColumns23 =
- twoColumnRowsAvailable - rowsAvailableInColumns23;
+ int numRowsUsedInColumns01 = twoColumnRowsAvailable - rowsAvailableInColumns01;
+ int numRowsUsedInColumns23 = twoColumnRowsAvailable - rowsAvailableInColumns23;
fillColumns(top2ColumnRow, numRowsUsedInColumns01, 0, 2);
- fillColumns(maxRows_ - numRowsUsedInColumns23, numRowsUsedInColumns23,
- 2, 2);
+ fillColumns(maxRows_ - numRowsUsedInColumns23, numRowsUsedInColumns23, 2, 2);
// Packs the 1 column variables.
- for (; ii < variables.size(); ++ii) {
+ for (; ii < variables.size(); ++ii)
+ {
const sh::ShaderVariable &variable = variables[ii];
ASSERT(1 == GetNumComponentsPerRow(variable.type));
- int numRows = GetNumRows(variable.type) * variable.elementCount();
+ int numRows = GetNumRows(variable.type) * variable.elementCount();
int smallestColumn = -1;
- int smallestSize = maxRows_ + 1;
- int topRow = -1;
- for (int column = 0; column < kNumColumns; ++column) {
- int row = 0;
+ int smallestSize = maxRows_ + 1;
+ int topRow = -1;
+ for (int column = 0; column < kNumColumns; ++column)
+ {
+ int row = 0;
int size = 0;
- if (searchColumn(column, numRows, &row, &size)) {
- if (size < smallestSize) {
- smallestSize = size;
+ if (searchColumn(column, numRows, &row, &size))
+ {
+ if (size < smallestSize)
+ {
+ smallestSize = size;
smallestColumn = column;
- topRow = row;
+ topRow = row;
}
}
}
- if (smallestColumn < 0) {
+ if (smallestColumn < 0)
+ {
return false;
}