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;
 };