Result of running tools/sanitize_source_files.py (which was added in https://codereview.appspot.com/6465078/)
This CL is part II of IV (I broke down the 1280 files into 4 CLs).
Review URL: https://codereview.appspot.com/6474054
git-svn-id: http://skia.googlecode.com/svn/trunk@5263 2bbb7eff-a529-9590-31e7-b0007b416f81
diff --git a/tests/ShaderOpacityTest.cpp b/tests/ShaderOpacityTest.cpp
index a8177ee..0af25d1 100644
--- a/tests/ShaderOpacityTest.cpp
+++ b/tests/ShaderOpacityTest.cpp
@@ -13,9 +13,9 @@
static void test_bitmap(skiatest::Reporter* reporter) {
SkBitmap bmp;
bmp.setConfig(SkBitmap::kARGB_8888_Config, 2, 2);
-
+
// test 1: bitmap without pixel data
- SkShader* shader = SkShader::CreateBitmapShader(bmp,
+ SkShader* shader = SkShader::CreateBitmapShader(bmp,
SkShader::kClamp_TileMode, SkShader::kClamp_TileMode);
REPORTER_ASSERT(reporter, shader);
REPORTER_ASSERT(reporter, !shader->isOpaque());
@@ -25,7 +25,7 @@
bmp.allocPixels();
// test 2: not opaque by default
- shader = SkShader::CreateBitmapShader(bmp,
+ shader = SkShader::CreateBitmapShader(bmp,
SkShader::kClamp_TileMode, SkShader::kClamp_TileMode);
REPORTER_ASSERT(reporter, shader);
REPORTER_ASSERT(reporter, !shader->isOpaque());
@@ -33,7 +33,7 @@
// test 3: explicitly opaque
bmp.setIsOpaque(true);
- shader = SkShader::CreateBitmapShader(bmp,
+ shader = SkShader::CreateBitmapShader(bmp,
SkShader::kClamp_TileMode, SkShader::kClamp_TileMode);
REPORTER_ASSERT(reporter, shader);
REPORTER_ASSERT(reporter, shader->isOpaque());
@@ -41,7 +41,7 @@
// test 4: explicitly not opaque
bmp.setIsOpaque(false);
- shader = SkShader::CreateBitmapShader(bmp,
+ shader = SkShader::CreateBitmapShader(bmp,
SkShader::kClamp_TileMode, SkShader::kClamp_TileMode);
REPORTER_ASSERT(reporter, shader);
REPORTER_ASSERT(reporter, !shader->isOpaque());
@@ -102,7 +102,7 @@
SkColorShader colorShader3(SkColorSetARGB(0x7F,0,0,0));
REPORTER_ASSERT(reporter, !colorShader3.isOpaque());
- // with inherrited color, shader must declare itself as opaque,
+ // with inherrited color, shader must declare itself as opaque,
// since lack of opacity will depend solely on the paint
SkColorShader colorShader4;
REPORTER_ASSERT(reporter, colorShader4.isOpaque());