surfaceflinger: run clang-format on RenderEngine
Run clang-format on all files. In Program constructor, use mat4()
instead of manually construct a 4x4 identity matrix.
Test: builds
Change-Id: I84e5eec06d103383c715b1f03c521bbcca5bd92c
diff --git a/services/surfaceflinger/RenderEngine/Program.h b/services/surfaceflinger/RenderEngine/Program.h
index a2ae2ee..6e57fdd 100644
--- a/services/surfaceflinger/RenderEngine/Program.h
+++ b/services/surfaceflinger/RenderEngine/Program.h
@@ -34,7 +34,7 @@
class Program {
public:
// known locations for position and texture coordinates
- enum { position=0, texCoords=1 };
+ enum { position = 0, texCoords = 1 };
Program(const ProgramCache::Key& needs, const char* vertex, const char* fragment);
~Program();
@@ -54,7 +54,6 @@
/* set-up uniforms from the description */
void setUniforms(const Description& desc);
-
private:
GLuint buildShader(const char* source, GLenum type);
String8& dumpShader(String8& result, GLenum type);
@@ -83,7 +82,6 @@
GLint mColorLoc;
};
-
} /* namespace android */
#endif /* SF_RENDER_ENGINE_PROGRAM_H */