Format the world (or just HWUI)
Test: No code changes, just ran through clang-format
Change-Id: Id23aa4ec7eebc0446fe3a30260f33e7fd455bb8c
diff --git a/libs/hwui/ShadowTessellator.cpp b/libs/hwui/ShadowTessellator.cpp
index e94a70a..d0155ee 100644
--- a/libs/hwui/ShadowTessellator.cpp
+++ b/libs/hwui/ShadowTessellator.cpp
@@ -16,8 +16,8 @@
#include <math.h>
#include <utils/Log.h>
-#include <utils/Trace.h>
#include <utils/MathUtils.h>
+#include <utils/Trace.h>
#include "AmbientShadow.h"
#include "Properties.h"
@@ -28,10 +28,10 @@
namespace android {
namespace uirenderer {
-void ShadowTessellator::tessellateAmbientShadow(bool isCasterOpaque,
- const Vector3* casterPolygon, int casterVertexCount,
- const Vector3& centroid3d, const Rect& casterBounds,
- const Rect& localClip, float maxZ, VertexBuffer& shadowVertexBuffer) {
+void ShadowTessellator::tessellateAmbientShadow(bool isCasterOpaque, const Vector3* casterPolygon,
+ int casterVertexCount, const Vector3& centroid3d,
+ const Rect& casterBounds, const Rect& localClip,
+ float maxZ, VertexBuffer& shadowVertexBuffer) {
ATRACE_CALL();
// A bunch of parameters to tweak the shadow.
@@ -53,32 +53,32 @@
return;
}
- AmbientShadow::createAmbientShadow(isCasterOpaque, casterPolygon,
- casterVertexCount, centroid3d, heightFactor, geomFactor,
- shadowVertexBuffer);
+ AmbientShadow::createAmbientShadow(isCasterOpaque, casterPolygon, casterVertexCount, centroid3d,
+ heightFactor, geomFactor, shadowVertexBuffer);
}
-void ShadowTessellator::tessellateSpotShadow(bool isCasterOpaque,
- const Vector3* casterPolygon, int casterVertexCount, const Vector3& casterCentroid,
- const mat4& receiverTransform, const Vector3& lightCenter, int lightRadius,
- const Rect& casterBounds, const Rect& localClip, VertexBuffer& shadowVertexBuffer) {
+void ShadowTessellator::tessellateSpotShadow(bool isCasterOpaque, const Vector3* casterPolygon,
+ int casterVertexCount, const Vector3& casterCentroid,
+ const mat4& receiverTransform,
+ const Vector3& lightCenter, int lightRadius,
+ const Rect& casterBounds, const Rect& localClip,
+ VertexBuffer& shadowVertexBuffer) {
ATRACE_CALL();
Vector3 adjustedLightCenter(lightCenter);
if (CC_UNLIKELY(Properties::overrideLightPosY > 0)) {
- adjustedLightCenter.y = - Properties::overrideLightPosY; // negated since this shifts up
+ adjustedLightCenter.y = -Properties::overrideLightPosY; // negated since this shifts up
}
if (CC_UNLIKELY(Properties::overrideLightPosZ > 0)) {
adjustedLightCenter.z = Properties::overrideLightPosZ;
}
#if DEBUG_SHADOW
- ALOGD("light center %f %f %f %d",
- adjustedLightCenter.x, adjustedLightCenter.y, adjustedLightCenter.z, lightRadius);
+ ALOGD("light center %f %f %f %d", adjustedLightCenter.x, adjustedLightCenter.y,
+ adjustedLightCenter.z, lightRadius);
#endif
- if (isnan(adjustedLightCenter.x)
- || isnan(adjustedLightCenter.y)
- || isnan(adjustedLightCenter.z)) {
+ if (isnan(adjustedLightCenter.x) || isnan(adjustedLightCenter.y) ||
+ isnan(adjustedLightCenter.z)) {
return;
}
@@ -95,7 +95,7 @@
// Now light and caster are both in local space, we will check whether
// the shadow is within the clip area.
Rect lightRect = Rect(adjustedLightCenter.x - lightRadius, adjustedLightCenter.y - lightRadius,
- adjustedLightCenter.x + lightRadius, adjustedLightCenter.y + lightRadius);
+ adjustedLightCenter.x + lightRadius, adjustedLightCenter.y + lightRadius);
lightRect.unionWith(localClip);
if (!lightRect.intersects(casterBounds)) {
#if DEBUG_SHADOW
@@ -104,13 +104,13 @@
return;
}
- SpotShadow::createSpotShadow(isCasterOpaque, adjustedLightCenter, lightRadius,
- casterPolygon, casterVertexCount, casterCentroid, shadowVertexBuffer);
+ SpotShadow::createSpotShadow(isCasterOpaque, adjustedLightCenter, lightRadius, casterPolygon,
+ casterVertexCount, casterCentroid, shadowVertexBuffer);
#if DEBUG_SHADOW
- if(shadowVertexBuffer.getVertexCount() <= 0) {
+ if (shadowVertexBuffer.getVertexCount() <= 0) {
ALOGD("Spot shadow generation failed %d", shadowVertexBuffer.getVertexCount());
- }
+ }
#endif
}
@@ -141,7 +141,7 @@
Vector2 centroid = poly[0];
if (area != 0) {
centroid = (Vector2){static_cast<float>(sumx / (3 * area)),
- static_cast<float>(sumy / (3 * area))};
+ static_cast<float>(sumy / (3 * area))};
} else {
ALOGW("Area is 0 while computing centroid!");
}
@@ -161,8 +161,8 @@
return result;
}
-int ShadowTessellator::getExtraVertexNumber(const Vector2& vector1,
- const Vector2& vector2, float divisor) {
+int ShadowTessellator::getExtraVertexNumber(const Vector2& vector1, const Vector2& vector2,
+ float divisor) {
// When there is no distance difference, there is no need for extra vertices.
if (vector1.lengthSquared() == 0 || vector2.lengthSquared() == 0) {
return 0;
@@ -179,13 +179,13 @@
// TODO: Use look up table for the dotProduct to extraVerticesNumber
// computation, if needed.
float angle = acosf(dotProduct);
- return (int) floor(angle / divisor);
+ return (int)floor(angle / divisor);
}
void ShadowTessellator::checkOverflow(int used, int total, const char* bufferName) {
- LOG_ALWAYS_FATAL_IF(used > total, "Error: %s overflow!!! used %d, total %d",
- bufferName, used, total);
+ LOG_ALWAYS_FATAL_IF(used > total, "Error: %s overflow!!! used %d, total %d", bufferName, used,
+ total);
}
-}; // namespace uirenderer
-}; // namespace android
+}; // namespace uirenderer
+}; // namespace android