Code cleanup

Change-Id: If92e3addfc4d8546a60edcdea60a1fc89c27b680
diff --git a/libs/hwui/Program.cpp b/libs/hwui/Program.cpp
index 516546f..a9f13f7 100644
--- a/libs/hwui/Program.cpp
+++ b/libs/hwui/Program.cpp
@@ -29,6 +29,8 @@
     mInitialized = false;
     mHasColorUniform = false;
 
+    // No need to cache compiled shaders, rely instead on Android's
+    // persistent shaders cache
     GLuint vertexShader = buildShader(vertex, GL_VERTEX_SHADER);
     if (vertexShader) {
 
@@ -135,10 +137,11 @@
         const mat4& transformMatrix, bool offset) {
     mat4 t(projectionMatrix);
     if (offset) {
-        // offset screenspace xy by an amount that compensates for typical precision issues
-        // in GPU hardware that tends to paint hor/vert lines in pixels shifted up and to the left.
-        // This offset value is based on an assumption that some hardware may use as little
-        // as 12.4 precision, so we offset by slightly more than 1/16.
+        // offset screenspace xy by an amount that compensates for typical precision
+        // issues in GPU hardware that tends to paint hor/vert lines in pixels shifted
+        // up and to the left.
+        // This offset value is based on an assumption that some hardware may use as
+        // little as 12.4 precision, so we offset by slightly more than 1/16.
         t.translate(.375, .375, 0);
     }
     t.multiply(transformMatrix);