Format the world (or just HWUI)
Test: No code changes, just ran through clang-format
Change-Id: Id23aa4ec7eebc0446fe3a30260f33e7fd455bb8c
diff --git a/libs/hwui/utils/Blur.cpp b/libs/hwui/utils/Blur.cpp
index 9b70765..1bc5646 100644
--- a/libs/hwui/utils/Blur.cpp
+++ b/libs/hwui/utils/Blur.cpp
@@ -38,7 +38,7 @@
// is within the conversion error tolerance then we attempt to snap to the
// original integer boundary.
uint32_t Blur::convertRadiusToInt(float radius) {
- const float radiusCeil = ceilf(radius);
+ const float radiusCeil = ceilf(radius);
if (MathUtils::areEqual(radiusCeil, radius)) {
return radiusCeil;
}
@@ -75,46 +75,45 @@
// the blur calculations
// precompute some values
float coeff1 = 1.0f / (sqrt(2.0f * pi) * sigma);
- float coeff2 = - 1.0f / (2.0f * sigma * sigma);
+ float coeff2 = -1.0f / (2.0f * sigma * sigma);
float normalizeFactor = 0.0f;
- for (int32_t r = -intRadius; r <= intRadius; r ++) {
- float floatR = (float) r;
+ for (int32_t r = -intRadius; r <= intRadius; r++) {
+ float floatR = (float)r;
weights[r + intRadius] = coeff1 * pow(e, floatR * floatR * coeff2);
normalizeFactor += weights[r + intRadius];
}
- //Now we need to normalize the weights because all our coefficients need to add up to one
+ // Now we need to normalize the weights because all our coefficients need to add up to one
normalizeFactor = 1.0f / normalizeFactor;
- for (int32_t r = -intRadius; r <= intRadius; r ++) {
+ for (int32_t r = -intRadius; r <= intRadius; r++) {
weights[r + intRadius] *= normalizeFactor;
}
}
-void Blur::horizontal(float* weights, int32_t radius,
- const uint8_t* source, uint8_t* dest, int32_t width, int32_t height) {
+void Blur::horizontal(float* weights, int32_t radius, const uint8_t* source, uint8_t* dest,
+ int32_t width, int32_t height) {
float blurredPixel = 0.0f;
float currentPixel = 0.0f;
- for (int32_t y = 0; y < height; y ++) {
-
+ for (int32_t y = 0; y < height; y++) {
const uint8_t* input = source + y * width;
uint8_t* output = dest + y * width;
- for (int32_t x = 0; x < width; x ++) {
+ for (int32_t x = 0; x < width; x++) {
blurredPixel = 0.0f;
const float* gPtr = weights;
// Optimization for non-border pixels
if (x > radius && x < (width - radius)) {
- const uint8_t *i = input + (x - radius);
- for (int r = -radius; r <= radius; r ++) {
- currentPixel = (float) (*i);
+ const uint8_t* i = input + (x - radius);
+ for (int r = -radius; r <= radius; r++) {
+ currentPixel = (float)(*i);
blurredPixel += currentPixel * gPtr[0];
gPtr++;
i++;
}
} else {
- for (int32_t r = -radius; r <= radius; r ++) {
+ for (int32_t r = -radius; r <= radius; r++) {
// Stepping left and right away from the pixel
int validW = x + r;
if (validW < 0) {
@@ -124,40 +123,40 @@
validW = width - 1;
}
- currentPixel = (float) input[validW];
+ currentPixel = (float)input[validW];
blurredPixel += currentPixel * gPtr[0];
gPtr++;
}
}
*output = (uint8_t)blurredPixel;
- output ++;
+ output++;
}
}
}
-void Blur::vertical(float* weights, int32_t radius,
- const uint8_t* source, uint8_t* dest, int32_t width, int32_t height) {
+void Blur::vertical(float* weights, int32_t radius, const uint8_t* source, uint8_t* dest,
+ int32_t width, int32_t height) {
float blurredPixel = 0.0f;
float currentPixel = 0.0f;
- for (int32_t y = 0; y < height; y ++) {
+ for (int32_t y = 0; y < height; y++) {
uint8_t* output = dest + y * width;
- for (int32_t x = 0; x < width; x ++) {
+ for (int32_t x = 0; x < width; x++) {
blurredPixel = 0.0f;
const float* gPtr = weights;
const uint8_t* input = source + x;
// Optimization for non-border pixels
if (y > radius && y < (height - radius)) {
- const uint8_t *i = input + ((y - radius) * width);
- for (int32_t r = -radius; r <= radius; r ++) {
- currentPixel = (float) (*i);
+ const uint8_t* i = input + ((y - radius) * width);
+ for (int32_t r = -radius; r <= radius; r++) {
+ currentPixel = (float)(*i);
blurredPixel += currentPixel * gPtr[0];
gPtr++;
i += width;
}
} else {
- for (int32_t r = -radius; r <= radius; r ++) {
+ for (int32_t r = -radius; r <= radius; r++) {
int validH = y + r;
// Clamp to zero and width
if (validH < 0) {
@@ -167,17 +166,17 @@
validH = height - 1;
}
- const uint8_t *i = input + validH * width;
- currentPixel = (float) (*i);
+ const uint8_t* i = input + validH * width;
+ currentPixel = (float)(*i);
blurredPixel += currentPixel * gPtr[0];
gPtr++;
}
}
- *output = (uint8_t) blurredPixel;
+ *output = (uint8_t)blurredPixel;
output++;
}
}
}
-}; // namespace uirenderer
-}; // namespace android
+}; // namespace uirenderer
+}; // namespace android