Format the world (or just HWUI)
Test: No code changes, just ran through clang-format
Change-Id: Id23aa4ec7eebc0446fe3a30260f33e7fd455bb8c
diff --git a/libs/hwui/ProgramCache.cpp b/libs/hwui/ProgramCache.cpp
index b767046..1164ebf 100644
--- a/libs/hwui/ProgramCache.cpp
+++ b/libs/hwui/ProgramCache.cpp
@@ -41,19 +41,14 @@
const char* gVS_Header_Start =
"#version 100\n"
"attribute vec4 position;\n";
-const char* gVS_Header_Attributes_TexCoords =
- "attribute vec2 texCoords;\n";
-const char* gVS_Header_Attributes_Colors =
- "attribute vec4 colors;\n";
-const char* gVS_Header_Attributes_VertexAlphaParameters =
- "attribute float vtxAlpha;\n";
-const char* gVS_Header_Uniforms_TextureTransform =
- "uniform mat4 mainTextureTransform;\n";
+const char* gVS_Header_Attributes_TexCoords = "attribute vec2 texCoords;\n";
+const char* gVS_Header_Attributes_Colors = "attribute vec4 colors;\n";
+const char* gVS_Header_Attributes_VertexAlphaParameters = "attribute float vtxAlpha;\n";
+const char* gVS_Header_Uniforms_TextureTransform = "uniform mat4 mainTextureTransform;\n";
const char* gVS_Header_Uniforms =
- "uniform mat4 projection;\n" \
+ "uniform mat4 projection;\n"
"uniform mat4 transform;\n";
-const char* gVS_Header_Uniforms_HasGradient =
- "uniform mat4 screenSpace;\n";
+const char* gVS_Header_Uniforms_HasGradient = "uniform mat4 screenSpace;\n";
const char* gVS_Header_Uniforms_HasBitmap =
"uniform mat4 textureTransform;\n"
"uniform mediump vec2 textureDimension;\n";
@@ -61,35 +56,24 @@
"uniform mat4 roundRectInvTransform;\n"
"uniform mediump vec4 roundRectInnerRectLTWH;\n"
"uniform mediump float roundRectRadius;\n";
-const char* gVS_Header_Varyings_HasTexture =
- "varying vec2 outTexCoords;\n";
-const char* gVS_Header_Varyings_HasColors =
- "varying vec4 outColors;\n";
-const char* gVS_Header_Varyings_HasVertexAlpha =
- "varying float alpha;\n";
-const char* gVS_Header_Varyings_HasBitmap =
- "varying highp vec2 outBitmapTexCoords;\n";
+const char* gVS_Header_Varyings_HasTexture = "varying vec2 outTexCoords;\n";
+const char* gVS_Header_Varyings_HasColors = "varying vec4 outColors;\n";
+const char* gVS_Header_Varyings_HasVertexAlpha = "varying float alpha;\n";
+const char* gVS_Header_Varyings_HasBitmap = "varying highp vec2 outBitmapTexCoords;\n";
const char* gVS_Header_Varyings_HasGradient[6] = {
// Linear
- "varying highp vec2 linear;\n",
- "varying float linear;\n",
+ "varying highp vec2 linear;\n", "varying float linear;\n",
// Circular
- "varying highp vec2 circular;\n",
- "varying highp vec2 circular;\n",
+ "varying highp vec2 circular;\n", "varying highp vec2 circular;\n",
// Sweep
- "varying highp vec2 sweep;\n",
- "varying highp vec2 sweep;\n",
+ "varying highp vec2 sweep;\n", "varying highp vec2 sweep;\n",
};
-const char* gVS_Header_Varyings_HasRoundRectClip =
- "varying mediump vec2 roundRectPos;\n";
-const char* gVS_Main =
- "\nvoid main(void) {\n";
-const char* gVS_Main_OutTexCoords =
- " outTexCoords = texCoords;\n";
-const char* gVS_Main_OutColors =
- " outColors = colors;\n";
+const char* gVS_Header_Varyings_HasRoundRectClip = "varying mediump vec2 roundRectPos;\n";
+const char* gVS_Main = "\nvoid main(void) {\n";
+const char* gVS_Main_OutTexCoords = " outTexCoords = texCoords;\n";
+const char* gVS_Main_OutColors = " outColors = colors;\n";
const char* gVS_Main_OutTransformedTexCoords =
" outTexCoords = (mainTextureTransform * vec4(texCoords, 0.0, 1.0)).xy;\n";
const char* gVS_Main_OutGradient[6] = {
@@ -102,53 +86,42 @@
" circular = (screenSpace * position).xy;\n",
// Sweep
- " sweep = (screenSpace * position).xy;\n",
- " sweep = (screenSpace * position).xy;\n"
-};
+ " sweep = (screenSpace * position).xy;\n", " sweep = (screenSpace * position).xy;\n"};
const char* gVS_Main_OutBitmapTexCoords =
" outBitmapTexCoords = (textureTransform * position).xy * textureDimension;\n";
const char* gVS_Main_Position =
" vec4 transformedPosition = projection * transform * position;\n"
" gl_Position = transformedPosition;\n";
-const char* gVS_Main_VertexAlpha =
- " alpha = vtxAlpha;\n";
+const char* gVS_Main_VertexAlpha = " alpha = vtxAlpha;\n";
const char* gVS_Main_HasRoundRectClip =
- " roundRectPos = ((roundRectInvTransform * transformedPosition).xy / roundRectRadius) - roundRectInnerRectLTWH.xy;\n";
-const char* gVS_Footer =
- "}\n\n";
+ " roundRectPos = ((roundRectInvTransform * transformedPosition).xy / roundRectRadius) - "
+ "roundRectInnerRectLTWH.xy;\n";
+const char* gVS_Footer = "}\n\n";
///////////////////////////////////////////////////////////////////////////////
// Fragment shaders snippets
///////////////////////////////////////////////////////////////////////////////
-const char* gFS_Header_Start =
- "#version 100\n";
+const char* gFS_Header_Start = "#version 100\n";
const char* gFS_Header_Extension_FramebufferFetch =
"#extension GL_NV_shader_framebuffer_fetch : enable\n\n";
const char* gFS_Header_Extension_ExternalTexture =
"#extension GL_OES_EGL_image_external : require\n\n";
-const char* gFS_Header =
- "precision mediump float;\n\n";
-const char* gFS_Uniforms_Color =
- "uniform vec4 color;\n";
-const char* gFS_Uniforms_TextureSampler =
- "uniform sampler2D baseSampler;\n";
-const char* gFS_Uniforms_ExternalTextureSampler =
- "uniform samplerExternalOES baseSampler;\n";
+const char* gFS_Header = "precision mediump float;\n\n";
+const char* gFS_Uniforms_Color = "uniform vec4 color;\n";
+const char* gFS_Uniforms_TextureSampler = "uniform sampler2D baseSampler;\n";
+const char* gFS_Uniforms_ExternalTextureSampler = "uniform samplerExternalOES baseSampler;\n";
const char* gFS_Uniforms_GradientSampler[2] = {
"uniform vec2 screenSize;\n"
"uniform sampler2D gradientSampler;\n",
"uniform vec2 screenSize;\n"
"uniform vec4 startColor;\n"
- "uniform vec4 endColor;\n"
-};
-const char* gFS_Uniforms_BitmapSampler =
- "uniform sampler2D bitmapSampler;\n";
-const char* gFS_Uniforms_BitmapExternalSampler =
- "uniform samplerExternalOES bitmapSampler;\n";
+ "uniform vec4 endColor;\n"};
+const char* gFS_Uniforms_BitmapSampler = "uniform sampler2D bitmapSampler;\n";
+const char* gFS_Uniforms_BitmapExternalSampler = "uniform samplerExternalOES bitmapSampler;\n";
const char* gFS_Uniforms_ColorOp[3] = {
// None
"",
@@ -156,8 +129,7 @@
"uniform mat4 colorMatrix;\n"
"uniform vec4 colorMatrixVector;\n",
// PorterDuff
- "uniform vec4 colorBlend;\n"
-};
+ "uniform vec4 colorBlend;\n"};
const char* gFS_Uniforms_HasRoundRectClip =
"uniform mediump vec4 roundRectInnerRectLTWH;\n"
@@ -172,11 +144,8 @@
// In this order: g, a, b, c, d, e, f
// See ColorSpace::TransferParameters
// We'll use hardware sRGB conversion as much as possible
- "",
- "uniform float transferFunction[7];\n",
- "uniform float transferFunction[5];\n",
- "uniform float transferFunctionGamma;\n"
-};
+ "", "uniform float transferFunction[7];\n", "uniform float transferFunction[5];\n",
+ "uniform float transferFunctionGamma;\n"};
const char* gFS_OETF[2] = {
R"__SHADER__(
@@ -189,8 +158,7 @@
vec4 OETF(const vec4 linear) {
return vec4(sign(linear.rgb) * OETF_sRGB(abs(linear.rgb)), linear.a);
}
- )__SHADER__"
-};
+ )__SHADER__"};
const char* gFS_ColorConvert[3] = {
// Just OETF
@@ -274,8 +242,7 @@
pow(x.g, transferFunctionGamma),
pow(x.b, transferFunctionGamma));
}
- )__SHADER__"
-};
+ )__SHADER__"};
// Dithering must be done in the quantization space
// When we are writing to an sRGB framebuffer, we must do the following:
@@ -327,16 +294,12 @@
"\nvoid main(void) {\n"
" vec4 fragColor;\n";
-const char* gFS_Main_AddDither =
- " fragColor = dither(fragColor);\n";
+const char* gFS_Main_AddDither = " fragColor = dither(fragColor);\n";
// General case
-const char* gFS_Main_FetchColor =
- " fragColor = color;\n";
-const char* gFS_Main_ModulateColor =
- " fragColor *= color.a;\n";
-const char* gFS_Main_ApplyVertexAlphaLinearInterp =
- " fragColor *= alpha;\n";
+const char* gFS_Main_FetchColor = " fragColor = color;\n";
+const char* gFS_Main_ModulateColor = " fragColor *= color.a;\n";
+const char* gFS_Main_ApplyVertexAlphaLinearInterp = " fragColor *= alpha;\n";
const char* gFS_Main_ApplyVertexAlphaShadowInterp =
// map alpha through shadow alpha sampler
" fragColor *= texture2D(baseSampler, vec2(alpha, 0.5)).a;\n";
@@ -344,8 +307,7 @@
// Don't modulate
" fragColor = colorConvert(texture2D(baseSampler, outTexCoords));\n",
// Modulate
- " fragColor = color * colorConvert(texture2D(baseSampler, outTexCoords));\n"
-};
+ " fragColor = color * colorConvert(texture2D(baseSampler, outTexCoords));\n"};
const char* gFS_Main_FetchA8Texture[4] = {
// Don't modulate
" fragColor = texture2D(baseSampler, outTexCoords);\n",
@@ -370,53 +332,46 @@
" vec4 gradientColor = texture2D(gradientSampler, vec2(index - floor(index), 0.5));\n",
" highp float index = atan(sweep.y, sweep.x) * 0.15915494309; // inv(2 * PI)\n"
- " vec4 gradientColor = mix(startColor, endColor, clamp(index - floor(index), 0.0, 1.0));\n"
-};
+ " vec4 gradientColor = mix(startColor, endColor, clamp(index - floor(index), 0.0, "
+ "1.0));\n"};
const char* gFS_Main_FetchBitmap =
" vec4 bitmapColor = colorConvert(texture2D(bitmapSampler, outBitmapTexCoords));\n";
const char* gFS_Main_FetchBitmapNpot =
- " vec4 bitmapColor = colorConvert(texture2D(bitmapSampler, wrap(outBitmapTexCoords)));\n";
-const char* gFS_Main_BlendShadersBG =
- " fragColor = blendShaders(gradientColor, bitmapColor)";
-const char* gFS_Main_BlendShadersGB =
- " fragColor = blendShaders(bitmapColor, gradientColor)";
+ " vec4 bitmapColor = colorConvert(texture2D(bitmapSampler, "
+ "wrap(outBitmapTexCoords)));\n";
+const char* gFS_Main_BlendShadersBG = " fragColor = blendShaders(gradientColor, bitmapColor)";
+const char* gFS_Main_BlendShadersGB = " fragColor = blendShaders(bitmapColor, gradientColor)";
const char* gFS_Main_BlendShaders_Modulate[6] = {
// Don't modulate
- ";\n",
- ";\n",
+ ";\n", ";\n",
// Modulate
- " * color.a;\n",
- " * color.a;\n",
+ " * color.a;\n", " * color.a;\n",
// Modulate with alpha 8 texture
" * texture2D(baseSampler, outTexCoords).a;\n",
" * gamma(texture2D(baseSampler, outTexCoords).a, color.rgb);\n",
};
const char* gFS_Main_GradientShader_Modulate[6] = {
// Don't modulate
- " fragColor = gradientColor;\n",
- " fragColor = gradientColor;\n",
+ " fragColor = gradientColor;\n", " fragColor = gradientColor;\n",
// Modulate
- " fragColor = gradientColor * color.a;\n",
- " fragColor = gradientColor * color.a;\n",
+ " fragColor = gradientColor * color.a;\n", " fragColor = gradientColor * color.a;\n",
// Modulate with alpha 8 texture
" fragColor = gradientColor * texture2D(baseSampler, outTexCoords).a;\n",
- " fragColor = gradientColor * gamma(texture2D(baseSampler, outTexCoords).a, gradientColor.rgb);\n",
- };
+ " fragColor = gradientColor * gamma(texture2D(baseSampler, outTexCoords).a, "
+ "gradientColor.rgb);\n",
+};
const char* gFS_Main_BitmapShader_Modulate[6] = {
// Don't modulate
- " fragColor = bitmapColor;\n",
- " fragColor = bitmapColor;\n",
+ " fragColor = bitmapColor;\n", " fragColor = bitmapColor;\n",
// Modulate
- " fragColor = bitmapColor * color.a;\n",
- " fragColor = bitmapColor * color.a;\n",
+ " fragColor = bitmapColor * color.a;\n", " fragColor = bitmapColor * color.a;\n",
// Modulate with alpha 8 texture
" fragColor = bitmapColor * texture2D(baseSampler, outTexCoords).a;\n",
- " fragColor = bitmapColor * gamma(texture2D(baseSampler, outTexCoords).a, bitmapColor.rgb);\n",
- };
-const char* gFS_Main_FragColor =
- " gl_FragColor = fragColor;\n";
-const char* gFS_Main_FragColor_HasColors =
- " gl_FragColor *= outColors;\n";
+ " fragColor = bitmapColor * gamma(texture2D(baseSampler, outTexCoords).a, "
+ "bitmapColor.rgb);\n",
+};
+const char* gFS_Main_FragColor = " gl_FragColor = fragColor;\n";
+const char* gFS_Main_FragColor_HasColors = " gl_FragColor *= outColors;\n";
const char* gFS_Main_FragColor_Blend =
" gl_FragColor = blendFramebuffer(fragColor, gl_LastFragColor);\n";
const char* gFS_Main_FragColor_Blend_Swap =
@@ -425,13 +380,12 @@
// None
"",
// Matrix
- " fragColor.rgb /= (fragColor.a + 0.0019);\n" // un-premultiply
+ " fragColor.rgb /= (fragColor.a + 0.0019);\n" // un-premultiply
" fragColor *= colorMatrix;\n"
" fragColor += colorMatrixVector;\n"
- " fragColor.rgb *= (fragColor.a + 0.0019);\n", // re-premultiply
+ " fragColor.rgb *= (fragColor.a + 0.0019);\n", // re-premultiply
// PorterDuff
- " fragColor = blendColors(colorBlend, fragColor);\n"
-};
+ " fragColor = blendColors(colorBlend, fragColor);\n"};
// Note: LTWH (left top width height) -> xyzw
// roundRectPos is now divided by roundRectRadius in vertex shader
@@ -443,13 +397,12 @@
// since distance is divided by radius, it's in [0;1] so precision is not an issue
// this also lets us clamp(0.0, 1.0) instead of max() which is cheaper on GPUs
" mediump vec2 dist = clamp(max(fragToLT, fragFromRB), 0.0, 1.0);\n"
- " mediump float linearDist = clamp(roundRectRadius - (length(dist) * roundRectRadius), 0.0, 1.0);\n"
+ " mediump float linearDist = clamp(roundRectRadius - (length(dist) * roundRectRadius), "
+ "0.0, 1.0);\n"
" gl_FragColor *= linearDist;\n";
-const char* gFS_Main_DebugHighlight =
- " gl_FragColor.rgb = vec3(0.0, gl_FragColor.a, 0.0);\n";
-const char* gFS_Footer =
- "}\n\n";
+const char* gFS_Main_DebugHighlight = " gl_FragColor.rgb = vec3(0.0, gl_FragColor.a, 0.0);\n";
+const char* gFS_Footer = "}\n\n";
///////////////////////////////////////////////////////////////////////////////
// PorterDuff snippets
@@ -480,7 +433,7 @@
"return vec4(dst.rgb * src.a + (1.0 - dst.a) * src.rgb, src.a);\n",
// Xor
"return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb, "
- "src.a + dst.a - 2.0 * src.a * dst.a);\n",
+ "src.a + dst.a - 2.0 * src.a * dst.a);\n",
// Plus
"return min(src + dst, 1.0);\n",
// Modulate
@@ -489,16 +442,17 @@
"return src + dst - src * dst;\n",
// Overlay
"return clamp(vec4(mix("
- "2.0 * src.rgb * dst.rgb + src.rgb * (1.0 - dst.a) + dst.rgb * (1.0 - src.a), "
- "src.a * dst.a - 2.0 * (dst.a - dst.rgb) * (src.a - src.rgb) + src.rgb * (1.0 - dst.a) + dst.rgb * (1.0 - src.a), "
- "step(dst.a, 2.0 * dst.rgb)), "
- "src.a + dst.a - src.a * dst.a), 0.0, 1.0);\n",
+ "2.0 * src.rgb * dst.rgb + src.rgb * (1.0 - dst.a) + dst.rgb * (1.0 - src.a), "
+ "src.a * dst.a - 2.0 * (dst.a - dst.rgb) * (src.a - src.rgb) + src.rgb * (1.0 - dst.a) + "
+ "dst.rgb * (1.0 - src.a), "
+ "step(dst.a, 2.0 * dst.rgb)), "
+ "src.a + dst.a - src.a * dst.a), 0.0, 1.0);\n",
// Darken
"return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb + "
- "min(src.rgb * dst.a, dst.rgb * src.a), src.a + dst.a - src.a * dst.a);\n",
+ "min(src.rgb * dst.a, dst.rgb * src.a), src.a + dst.a - src.a * dst.a);\n",
// Lighten
"return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb + "
- "max(src.rgb * dst.a, dst.rgb * src.a), src.a + dst.a - src.a * dst.a);\n",
+ "max(src.rgb * dst.a, dst.rgb * src.a), src.a + dst.a - src.a * dst.a);\n",
};
///////////////////////////////////////////////////////////////////////////////
@@ -507,8 +461,7 @@
ProgramCache::ProgramCache(const Extensions& extensions)
: mHasES3(extensions.getMajorGlVersion() >= 3)
- , mHasLinearBlending(extensions.hasLinearBlending()) {
-}
+ , mHasLinearBlending(extensions.hasLinearBlending()) {}
ProgramCache::~ProgramCache() {
clear();
@@ -605,7 +558,8 @@
}
// Begin the shader
- shader.append(gVS_Main); {
+ shader.append(gVS_Main);
+ {
if (description.hasTextureTransform) {
shader.append(gVS_Main_OutTransformedTexCoords);
} else if (description.hasTexture || description.hasExternalTexture) {
@@ -637,8 +591,8 @@
return shader;
}
-static bool shaderOp(const ProgramDescription& description, String8& shader,
- const int modulateOp, const char** snippets) {
+static bool shaderOp(const ProgramDescription& description, String8& shader, const int modulateOp,
+ const char** snippets) {
int op = description.hasAlpha8Texture ? MODULATE_OP_MODULATE_A8 : modulateOp;
op = op * 2 + description.hasGammaCorrection;
shader.append(snippets[op]);
@@ -652,8 +606,8 @@
if (blendFramebuffer) {
shader.append(gFS_Header_Extension_FramebufferFetch);
}
- if (description.hasExternalTexture
- || (description.hasBitmap && description.isShaderBitmapExternal)) {
+ if (description.hasExternalTexture ||
+ (description.hasBitmap && description.isShaderBitmapExternal)) {
shader.append(gFS_Header_Extension_ExternalTexture);
}
@@ -682,7 +636,7 @@
// Uniforms
int modulateOp = MODULATE_OP_NO_MODULATE;
const bool singleColor = !description.hasTexture && !description.hasExternalTexture &&
- !description.hasGradient && !description.hasBitmap;
+ !description.hasGradient && !description.hasBitmap;
if (description.modulate || singleColor) {
shader.append(gFS_Uniforms_Color);
@@ -701,7 +655,8 @@
}
if (description.hasGammaCorrection) {
- shader.appendFormat(gFS_Gamma_Preamble, Properties::textGamma, 1.0f / Properties::textGamma);
+ shader.appendFormat(gFS_Gamma_Preamble, Properties::textGamma,
+ 1.0f / Properties::textGamma);
}
if (description.hasBitmap) {
@@ -731,17 +686,19 @@
if (description.useShaderBasedWrap) {
generateTextureWrap(shader, description.bitmapWrapS, description.bitmapWrapT);
}
- if (description.hasGradient || description.hasLinearTexture
- || description.hasColorSpaceConversion) {
+ if (description.hasGradient || description.hasLinearTexture ||
+ description.hasColorSpaceConversion) {
shader.append(gFS_sRGB_TransferFunctions);
}
if (description.hasBitmap || ((description.hasTexture || description.hasExternalTexture) &&
- !description.hasAlpha8Texture)) {
+ !description.hasAlpha8Texture)) {
shader.append(gFS_TransferFunction[static_cast<int>(description.transferFunction)]);
- shader.append(gFS_OETF[(description.hasLinearTexture || description.hasColorSpaceConversion)
- && !mHasLinearBlending]);
+ shader.append(
+ gFS_OETF[(description.hasLinearTexture || description.hasColorSpaceConversion) &&
+ !mHasLinearBlending]);
shader.append(gFS_ColorConvert[description.hasColorSpaceConversion
- ? 1 + description.hasTranslucentConversion : 0]);
+ ? 1 + description.hasTranslucentConversion
+ : 0]);
}
if (description.hasGradient) {
shader.append(gFS_GradientFunctions);
@@ -749,13 +706,14 @@
}
// Begin the shader
- shader.append(gFS_Main); {
+ shader.append(gFS_Main);
+ {
// Stores the result in fragColor directly
if (description.hasTexture || description.hasExternalTexture) {
if (description.hasAlpha8Texture) {
if (!description.hasGradient && !description.hasBitmap) {
- shader.append(
- gFS_Main_FetchA8Texture[modulateOp * 2 + description.hasGammaCorrection]);
+ shader.append(gFS_Main_FetchA8Texture[modulateOp * 2 +
+ description.hasGammaCorrection]);
}
} else {
shader.append(gFS_Main_FetchTexture[modulateOp]);
@@ -783,15 +741,15 @@
} else {
shader.append(gFS_Main_BlendShadersGB);
}
- applyModulate = shaderOp(description, shader, modulateOp,
- gFS_Main_BlendShaders_Modulate);
+ applyModulate =
+ shaderOp(description, shader, modulateOp, gFS_Main_BlendShaders_Modulate);
} else {
if (description.hasGradient) {
- applyModulate = shaderOp(description, shader, modulateOp,
- gFS_Main_GradientShader_Modulate);
+ applyModulate =
+ shaderOp(description, shader, modulateOp, gFS_Main_GradientShader_Modulate);
} else if (description.hasBitmap) {
- applyModulate = shaderOp(description, shader, modulateOp,
- gFS_Main_BitmapShader_Modulate);
+ applyModulate =
+ shaderOp(description, shader, modulateOp, gFS_Main_BitmapShader_Modulate);
}
}
@@ -818,8 +776,8 @@
if (!blendFramebuffer) {
shader.append(gFS_Main_FragColor);
} else {
- shader.append(!description.swapSrcDst ?
- gFS_Main_FragColor_Blend : gFS_Main_FragColor_Blend_Swap);
+ shader.append(!description.swapSrcDst ? gFS_Main_FragColor_Blend
+ : gFS_Main_FragColor_Blend_Swap);
}
if (description.hasColors) {
shader.append(gFS_Main_FragColor_HasColors);
@@ -835,8 +793,8 @@
shader.append(gFS_Footer);
#if DEBUG_PROGRAMS
- PROGRAM_LOGD("*** Generated fragment shader:\n\n");
- printLongString(shader);
+ PROGRAM_LOGD("*** Generated fragment shader:\n\n");
+ printLongString(shader);
#endif
return shader;
@@ -903,5 +861,5 @@
}
}
-}; // namespace uirenderer
-}; // namespace android
+}; // namespace uirenderer
+}; // namespace android