Code cleanup to make formatting consistent
across all the renderscript files.
Change-Id: Idf5fcc60877e44c8f074f7176e37f70b3b895a3c
diff --git a/libs/rs/rsSampler.cpp b/libs/rs/rsSampler.cpp
index cbdc407..1d0d270 100644
--- a/libs/rs/rsSampler.cpp
+++ b/libs/rs/rsSampler.cpp
@@ -31,8 +31,7 @@
using namespace android::renderscript;
-Sampler::Sampler(Context *rsc) : ObjectBase(rsc)
-{
+Sampler::Sampler(Context *rsc) : ObjectBase(rsc) {
// Should not get called.
rsAssert(0);
}
@@ -43,8 +42,7 @@
RsSamplerValue wrapS,
RsSamplerValue wrapT,
RsSamplerValue wrapR,
- float aniso) : ObjectBase(rsc)
-{
+ float aniso) : ObjectBase(rsc) {
mMagFilter = magFilter;
mMinFilter = minFilter;
mWrapS = wrapS;
@@ -53,12 +51,10 @@
mAniso = aniso;
}
-Sampler::~Sampler()
-{
+Sampler::~Sampler() {
}
-void Sampler::setupGL(const Context *rsc, const Allocation *tex)
-{
+void Sampler::setupGL(const Context *rsc, const Allocation *tex) {
GLenum trans[] = {
GL_NEAREST, //RS_SAMPLER_NEAREST,
GL_LINEAR, //RS_SAMPLER_LINEAR,
@@ -96,57 +92,38 @@
}
float anisoValue = rsMin(rsc->ext_texture_max_aniso(), mAniso);
- if(rsc->ext_texture_max_aniso() > 1.0f) {
+ if (rsc->ext_texture_max_aniso() > 1.0f) {
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, anisoValue);
}
rsc->checkError("Sampler::setupGL2 tex env");
}
-void Sampler::bindToContext(SamplerState *ss, uint32_t slot)
-{
+void Sampler::bindToContext(SamplerState *ss, uint32_t slot) {
ss->mSamplers[slot].set(this);
mBoundSlot = slot;
}
-void Sampler::unbindFromContext(SamplerState *ss)
-{
+void Sampler::unbindFromContext(SamplerState *ss) {
int32_t slot = mBoundSlot;
mBoundSlot = -1;
ss->mSamplers[slot].clear();
}
-void Sampler::serialize(OStream *stream) const
-{
-
+void Sampler::serialize(OStream *stream) const {
}
-Sampler *Sampler::createFromStream(Context *rsc, IStream *stream)
-{
+Sampler *Sampler::createFromStream(Context *rsc, IStream *stream) {
return NULL;
}
-/*
-void SamplerState::setupGL()
-{
- for (uint32_t ct=0; ct < RS_MAX_SAMPLER_SLOT; ct++) {
- Sampler *s = mSamplers[ct].get();
- if (s) {
- s->setupGL(rsc);
- } else {
- glBindTexture(GL_TEXTURE_2D, 0);
- }
- }
-}*/
-
////////////////////////////////
namespace android {
namespace renderscript {
-void rsi_SamplerBegin(Context *rsc)
-{
+void rsi_SamplerBegin(Context *rsc) {
SamplerState * ss = &rsc->mStateSampler;
ss->mMagFilter = RS_SAMPLER_LINEAR;
@@ -157,11 +134,10 @@
ss->mAniso = 1.0f;
}
-void rsi_SamplerSet(Context *rsc, RsSamplerParam param, RsSamplerValue value)
-{
+void rsi_SamplerSet(Context *rsc, RsSamplerParam param, RsSamplerValue value) {
SamplerState * ss = &rsc->mStateSampler;
- switch(param) {
+ switch (param) {
case RS_SAMPLER_MAG_FILTER:
ss->mMagFilter = value;
break;
@@ -183,11 +159,10 @@
}
}
-void rsi_SamplerSet2(Context *rsc, RsSamplerParam param, float value)
-{
+void rsi_SamplerSet2(Context *rsc, RsSamplerParam param, float value) {
SamplerState * ss = &rsc->mStateSampler;
- switch(param) {
+ switch (param) {
case RS_SAMPLER_ANISO:
ss->mAniso = value;
break;
@@ -197,8 +172,7 @@
}
}
-RsSampler rsi_SamplerCreate(Context *rsc)
-{
+RsSampler rsi_SamplerCreate(Context *rsc) {
SamplerState * ss = &rsc->mStateSampler;
Sampler * s = new Sampler(rsc,
@@ -212,5 +186,4 @@
return s;
}
-
}}