Code cleanup to make formatting consistent
across all the renderscript files.
Change-Id: Idf5fcc60877e44c8f074f7176e37f70b3b895a3c
diff --git a/rsProgramFragment.cpp b/rsProgramFragment.cpp
index d089a5a..407522b 100644
--- a/rsProgramFragment.cpp
+++ b/rsProgramFragment.cpp
@@ -33,9 +33,9 @@
ProgramFragment::ProgramFragment(Context *rsc, const char * shaderText,
uint32_t shaderLength, const uint32_t * params,
- uint32_t paramLength) :
- Program(rsc, shaderText, shaderLength, params, paramLength)
-{
+ uint32_t paramLength)
+ : Program(rsc, shaderText, shaderLength, params, paramLength) {
+
mConstantColor[0] = 1.f;
mConstantColor[1] = 1.f;
mConstantColor[2] = 1.f;
@@ -44,21 +44,19 @@
init(rsc);
}
-ProgramFragment::~ProgramFragment()
-{
- if(mShaderID) {
+ProgramFragment::~ProgramFragment() {
+ if (mShaderID) {
mRSC->mShaderCache.cleanupFragment(mShaderID);
}
}
-void ProgramFragment::setConstantColor(Context *rsc, float r, float g, float b, float a)
-{
- if(isUserProgram()) {
+void ProgramFragment::setConstantColor(Context *rsc, float r, float g, float b, float a) {
+ if (isUserProgram()) {
LOGE("Attempting to set fixed function emulation color on user program");
rsc->setError(RS_ERROR_BAD_SHADER, "Cannot set fixed function emulation color on user program");
return;
}
- if(mConstants[0].get() == NULL) {
+ if (mConstants[0].get() == NULL) {
LOGE("Unable to set fixed function emulation color because allocation is missing");
rsc->setError(RS_ERROR_BAD_SHADER, "Unable to set fixed function emulation color because allocation is missing");
return;
@@ -71,8 +69,7 @@
mDirty = true;
}
-void ProgramFragment::setupGL2(Context *rsc, ProgramFragmentState *state, ShaderCache *sc)
-{
+void ProgramFragment::setupGL2(Context *rsc, ProgramFragmentState *state, ShaderCache *sc) {
//LOGE("sgl2 frag1 %x", glGetError());
if ((state->mLast.get() == this) && !mDirty) {
return;
@@ -86,7 +83,7 @@
uint32_t numTexturesToBind = mTextureCount;
uint32_t numTexturesAvailable = rsc->getMaxFragmentTextures();
- if(numTexturesToBind >= numTexturesAvailable) {
+ if (numTexturesToBind >= numTexturesAvailable) {
LOGE("Attempting to bind %u textures on shader id %u, but only %u are available",
mTextureCount, (uint32_t)this, numTexturesAvailable);
rsc->setError(RS_ERROR_BAD_SHADER, "Cannot bind more textuers than available");
@@ -127,8 +124,7 @@
Program::loadShader(rsc, GL_FRAGMENT_SHADER);
}
-void ProgramFragment::createShader()
-{
+void ProgramFragment::createShader() {
if (mUserShader.length() > 1) {
mShader.append("precision mediump float;\n");
appendUserConstants();
@@ -144,8 +140,7 @@
}
}
-void ProgramFragment::init(Context *rsc)
-{
+void ProgramFragment::init(Context *rsc) {
uint32_t uniformIndex = 0;
if (mUserShader.size() > 0) {
for (uint32_t ct=0; ct < mConstantCount; ct++) {
@@ -164,29 +159,23 @@
createShader();
}
-void ProgramFragment::serialize(OStream *stream) const
-{
-
+void ProgramFragment::serialize(OStream *stream) const {
}
-ProgramFragment *ProgramFragment::createFromStream(Context *rsc, IStream *stream)
-{
+ProgramFragment *ProgramFragment::createFromStream(Context *rsc, IStream *stream) {
return NULL;
}
-ProgramFragmentState::ProgramFragmentState()
-{
+ProgramFragmentState::ProgramFragmentState() {
mPF = NULL;
}
-ProgramFragmentState::~ProgramFragmentState()
-{
+ProgramFragmentState::~ProgramFragmentState() {
ObjectBase::checkDelete(mPF);
mPF = NULL;
}
-void ProgramFragmentState::init(Context *rsc)
-{
+void ProgramFragmentState::init(Context *rsc) {
String8 shaderString(RS_SHADER_INTERNAL);
shaderString.append("varying lowp vec4 varColor;\n");
shaderString.append("varying vec2 varTex0;\n");
@@ -217,20 +206,17 @@
mDefault.set(pf);
}
-void ProgramFragmentState::deinit(Context *rsc)
-{
+void ProgramFragmentState::deinit(Context *rsc) {
mDefault.clear();
mLast.clear();
}
-
namespace android {
namespace renderscript {
RsProgramFragment rsi_ProgramFragmentCreate(Context *rsc, const char * shaderText,
uint32_t shaderLength, const uint32_t * params,
- uint32_t paramLength)
-{
+ uint32_t paramLength) {
ProgramFragment *pf = new ProgramFragment(rsc, shaderText, shaderLength, params, paramLength);
pf->incUserRef();
//LOGE("rsi_ProgramFragmentCreate %p", pf);