Format the world (or just HWUI)
Test: No code changes, just ran through clang-format
Change-Id: Id23aa4ec7eebc0446fe3a30260f33e7fd455bb8c
diff --git a/libs/hwui/renderthread/CanvasContext.h b/libs/hwui/renderthread/CanvasContext.h
index f8a8775..d80a247 100644
--- a/libs/hwui/renderthread/CanvasContext.h
+++ b/libs/hwui/renderthread/CanvasContext.h
@@ -27,17 +27,17 @@
#include "IRenderPipeline.h"
#include "LayerUpdateQueue.h"
#include "RenderNode.h"
-#include "thread/Task.h"
-#include "thread/TaskProcessor.h"
#include "renderthread/RenderTask.h"
#include "renderthread/RenderThread.h"
+#include "thread/Task.h"
+#include "thread/TaskProcessor.h"
-#include <cutils/compiler.h>
#include <EGL/egl.h>
#include <SkBitmap.h>
#include <SkRect.h>
-#include <utils/Functor.h>
+#include <cutils/compiler.h>
#include <gui/Surface.h>
+#include <utils/Functor.h>
#include <functional>
#include <set>
@@ -63,8 +63,8 @@
// TODO: Rename to Renderer or some other per-window, top-level manager
class CanvasContext : public IFrameCallback {
public:
- static CanvasContext* create(RenderThread& thread, bool translucent,
- RenderNode* rootRenderNode, IContextFactory* contextFactory);
+ static CanvasContext* create(RenderThread& thread, bool translucent, RenderNode* rootRenderNode,
+ IContextFactory* contextFactory);
virtual ~CanvasContext();
/**
@@ -89,9 +89,7 @@
bool pinImages(std::vector<SkImage*>& mutableImages) {
return mRenderPipeline->pinImages(mutableImages);
}
- bool pinImages(LsaVector<sk_sp<Bitmap>>& images) {
- return mRenderPipeline->pinImages(images);
- }
+ bool pinImages(LsaVector<sk_sp<Bitmap>>& images) { return mRenderPipeline->pinImages(images); }
/**
* Unpin any image that had be previously pinned to the GPU cache
@@ -122,14 +120,12 @@
void setStopped(bool stopped);
bool hasSurface() { return mNativeSurface.get(); }
- void setup(float lightRadius,
- uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha);
+ void setup(float lightRadius, uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha);
void setLightCenter(const Vector3& lightCenter);
void setOpaque(bool opaque);
void setWideGamut(bool wideGamut);
bool makeCurrent();
- void prepareTree(TreeInfo& info, int64_t* uiFrameInfo,
- int64_t syncQueued, RenderNode* target);
+ void prepareTree(TreeInfo& info, int64_t* uiFrameInfo, int64_t syncQueued, RenderNode* target);
void draw();
void destroy();
@@ -161,13 +157,9 @@
void addRenderNode(RenderNode* node, bool placeFront);
void removeRenderNode(RenderNode* node);
- void setContentDrawBounds(const Rect& bounds) {
- mContentDrawBounds = bounds;
- }
+ void setContentDrawBounds(const Rect& bounds) { mContentDrawBounds = bounds; }
- RenderState& getRenderState() {
- return mRenderThread.renderState();
- }
+ RenderState& getRenderState() { return mRenderThread.renderState(); }
void addFrameMetricsObserver(FrameMetricsObserver* observer) {
if (mFrameMetricsReporter.get() == nullptr) {
@@ -197,7 +189,7 @@
private:
CanvasContext(RenderThread& thread, bool translucent, RenderNode* rootRenderNode,
- IContextFactory* contextFactory, std::unique_ptr<IRenderPipeline> renderPipeline);
+ IContextFactory* contextFactory, std::unique_ptr<IRenderPipeline> renderPipeline);
friend class RegisterFrameCallbackTask;
// TODO: Replace with something better for layer & other GL object
@@ -239,14 +231,14 @@
bool mOpaque;
bool mWideColorGamut = false;
BakedOpRenderer::LightInfo mLightInfo;
- FrameBuilder::LightGeometry mLightGeometry = { {0, 0, 0}, 0 };
+ FrameBuilder::LightGeometry mLightGeometry = {{0, 0, 0}, 0};
bool mHaveNewSurface = false;
DamageAccumulator mDamageAccumulator;
LayerUpdateQueue mLayerUpdateQueue;
std::unique_ptr<AnimationContext> mAnimationContext;
- std::vector< sp<RenderNode> > mRenderNodes;
+ std::vector<sp<RenderNode>> mRenderNodes;
FrameInfo* mCurrentFrameInfo = nullptr;
std::string mName;
@@ -266,8 +258,8 @@
};
class FuncTaskProcessor;
- std::vector< sp<FuncTask> > mFrameFences;
- sp<TaskProcessor<bool> > mFrameWorkProcessor;
+ std::vector<sp<FuncTask>> mFrameFences;
+ sp<TaskProcessor<bool>> mFrameWorkProcessor;
std::unique_ptr<IRenderPipeline> mRenderPipeline;
};