Format the world (or just HWUI)
Test: No code changes, just ran through clang-format
Change-Id: Id23aa4ec7eebc0446fe3a30260f33e7fd455bb8c
diff --git a/libs/hwui/TextDropShadowCache.cpp b/libs/hwui/TextDropShadowCache.cpp
index c521892..c892ceb 100644
--- a/libs/hwui/TextDropShadowCache.cpp
+++ b/libs/hwui/TextDropShadowCache.cpp
@@ -19,8 +19,8 @@
#include "Caches.h"
#include "Debug.h"
#include "FontRenderer.h"
-#include "TextDropShadowCache.h"
#include "Properties.h"
+#include "TextDropShadowCache.h"
namespace android {
namespace uirenderer {
@@ -38,8 +38,7 @@
hash = JenkinsHashMix(hash, android::hash_type(italicStyle));
hash = JenkinsHashMix(hash, android::hash_type(scaleX));
if (glyphs) {
- hash = JenkinsHashMixShorts(
- hash, reinterpret_cast<const uint16_t*>(glyphs), glyphCount);
+ hash = JenkinsHashMixShorts(hash, reinterpret_cast<const uint16_t*>(glyphs), glyphCount);
}
if (positions) {
for (uint32_t i = 0; i < glyphCount * 2; i++) {
@@ -146,15 +145,15 @@
}
ShadowTexture* TextDropShadowCache::get(const SkPaint* paint, const glyph_t* glyphs, int numGlyphs,
- float radius, const float* positions) {
+ float radius, const float* positions) {
ShadowText entry(paint, radius, numGlyphs, glyphs, positions);
ShadowTexture* texture = mCache.get(entry);
if (!texture) {
SkPaint paintCopy(*paint);
paintCopy.setTextAlign(SkPaint::kLeft_Align);
- FontRenderer::DropShadow shadow = mRenderer->renderDropShadow(&paintCopy, glyphs, numGlyphs,
- radius, positions);
+ FontRenderer::DropShadow shadow =
+ mRenderer->renderDropShadow(&paintCopy, glyphs, numGlyphs, radius, positions);
if (!shadow.image) {
return nullptr;
@@ -174,14 +173,15 @@
if (size < mMaxSize) {
while (mSize + size > mMaxSize) {
LOG_ALWAYS_FATAL_IF(!mCache.removeOldest(),
- "Failed to remove oldest from cache. mSize = %"
- PRIu32 ", mCache.size() = %zu", mSize, mCache.size());
+ "Failed to remove oldest from cache. mSize = %" PRIu32
+ ", mCache.size() = %zu",
+ mSize, mCache.size());
}
}
// Textures are Alpha8
- texture->upload(GL_ALPHA, shadow.width, shadow.height,
- GL_ALPHA, GL_UNSIGNED_BYTE, shadow.image);
+ texture->upload(GL_ALPHA, shadow.width, shadow.height, GL_ALPHA, GL_UNSIGNED_BYTE,
+ shadow.image);
texture->setFilter(GL_LINEAR);
texture->setWrap(GL_CLAMP_TO_EDGE);
@@ -205,5 +205,5 @@
return texture;
}
-}; // namespace uirenderer
-}; // namespace android
+}; // namespace uirenderer
+}; // namespace android