Format the world (or just HWUI)
Test: No code changes, just ran through clang-format
Change-Id: Id23aa4ec7eebc0446fe3a30260f33e7fd455bb8c
diff --git a/libs/hwui/Patch.cpp b/libs/hwui/Patch.cpp
index b471e78..c243dad 100644
--- a/libs/hwui/Patch.cpp
+++ b/libs/hwui/Patch.cpp
@@ -21,8 +21,8 @@
#include "UvMapper.h"
#include "utils/MathUtils.h"
-#include <algorithm>
#include <utils/Log.h>
+#include <algorithm>
namespace android {
namespace uirenderer {
@@ -35,10 +35,9 @@
return verticesCount * sizeof(TextureVertex);
}
-Patch::Patch(const float bitmapWidth, const float bitmapHeight,
- float width, float height, const UvMapper& mapper, const Res_png_9patch* patch)
+Patch::Patch(const float bitmapWidth, const float bitmapHeight, float width, float height,
+ const UvMapper& mapper, const Res_png_9patch* patch)
: mColors(patch->getColors()) {
-
int8_t emptyQuads = 0;
const int8_t numColors = patch->numColors;
if (uint8_t(numColors) < sizeof(uint32_t) * 4) {
@@ -121,8 +120,8 @@
v1 += vOffset / bitmapHeight;
if (stepY > 0.0f) {
- generateRow(xDivs, xCount, vertex, y1, y2, v1, v2, stretchX, rescaleX,
- width, bitmapWidth, quadCount);
+ generateRow(xDivs, xCount, vertex, y1, y2, v1, v2, stretchX, rescaleX, width,
+ bitmapWidth, quadCount);
}
y1 = y2;
@@ -133,8 +132,8 @@
if (previousStepY != bitmapHeight) {
y2 = height;
- generateRow(xDivs, xCount, vertex, y1, y2, v1, 1.0f, stretchX, rescaleX,
- width, bitmapWidth, quadCount);
+ generateRow(xDivs, xCount, vertex, y1, y2, v1, 1.0f, stretchX, rescaleX, width, bitmapWidth,
+ quadCount);
}
if (verticesCount != maxVertices) {
@@ -144,9 +143,9 @@
}
}
-void Patch::generateRow(const int32_t* xDivs, uint32_t xCount, TextureVertex*& vertex,
- float y1, float y2, float v1, float v2, float stretchX, float rescaleX,
- float width, float bitmapWidth, uint32_t& quadCount) {
+void Patch::generateRow(const int32_t* xDivs, uint32_t xCount, TextureVertex*& vertex, float y1,
+ float y2, float v1, float v2, float stretchX, float rescaleX, float width,
+ float bitmapWidth, uint32_t& quadCount) {
float previousStepX = 0.0f;
float x1 = 0.0f;
@@ -184,8 +183,8 @@
}
}
-void Patch::generateQuad(TextureVertex*& vertex, float x1, float y1, float x2, float y2,
- float u1, float v1, float u2, float v2, uint32_t& quadCount) {
+void Patch::generateQuad(TextureVertex*& vertex, float x1, float y1, float x2, float y2, float u1,
+ float v1, float u2, float v2, uint32_t& quadCount) {
const uint32_t oldQuadCount = quadCount;
quadCount++;
@@ -226,5 +225,5 @@
#endif
}
-}; // namespace uirenderer
-}; // namespace android
+}; // namespace uirenderer
+}; // namespace android