Format the world (or just HWUI)
Test: No code changes, just ran through clang-format
Change-Id: Id23aa4ec7eebc0446fe3a30260f33e7fd455bb8c
diff --git a/libs/hwui/renderstate/RenderState.cpp b/libs/hwui/renderstate/RenderState.cpp
index 0ceca33..5e33353 100644
--- a/libs/hwui/renderstate/RenderState.cpp
+++ b/libs/hwui/renderstate/RenderState.cpp
@@ -13,11 +13,11 @@
* See the License for the specific language governing permissions and
* limitations under the License.
*/
+#include "renderstate/RenderState.h"
+#include <GpuMemoryTracker.h>
#include "DeferredLayerUpdater.h"
#include "GlLayer.h"
#include "VkLayer.h"
-#include <GpuMemoryTracker.h>
-#include "renderstate/RenderState.h"
#include "renderthread/CanvasContext.h"
#include "renderthread/EglManager.h"
@@ -31,21 +31,18 @@
namespace uirenderer {
RenderState::RenderState(renderthread::RenderThread& thread)
- : mRenderThread(thread)
- , mViewportWidth(0)
- , mViewportHeight(0)
- , mFramebuffer(0) {
+ : mRenderThread(thread), mViewportWidth(0), mViewportHeight(0), mFramebuffer(0) {
mThreadId = pthread_self();
}
RenderState::~RenderState() {
LOG_ALWAYS_FATAL_IF(mBlend || mMeshState || mScissor || mStencil,
- "State object lifecycle not managed correctly");
+ "State object lifecycle not managed correctly");
}
void RenderState::onGLContextCreated() {
LOG_ALWAYS_FATAL_IF(mBlend || mMeshState || mScissor || mStencil,
- "State object lifecycle not managed correctly");
+ "State object lifecycle not managed correctly");
GpuMemoryTracker::onGpuContextCreated();
mBlend = new Blend();
@@ -67,7 +64,7 @@
static void layerLostGlContext(Layer* layer) {
LOG_ALWAYS_FATAL_IF(layer->getApi() != Layer::Api::OpenGL,
- "layerLostGlContext on non GL layer");
+ "layerLostGlContext on non GL layer");
static_cast<GlLayer*>(layer)->onGlContextLost();
}
@@ -94,7 +91,7 @@
void RenderState::onVkContextCreated() {
LOG_ALWAYS_FATAL_IF(mBlend || mMeshState || mScissor || mStencil,
- "State object lifecycle not managed correctly");
+ "State object lifecycle not managed correctly");
GpuMemoryTracker::onGpuContextCreated();
}
@@ -117,9 +114,9 @@
void RenderState::flush(Caches::FlushMode mode) {
switch (mode) {
case Caches::FlushMode::Full:
- // fall through
+ // fall through
case Caches::FlushMode::Moderate:
- // fall through
+ // fall through
case Caches::FlushMode::Layers:
if (mLayerPool) mLayerPool->clear();
break;
@@ -140,7 +137,6 @@
glViewport(0, 0, mViewportWidth, mViewportHeight);
}
-
void RenderState::getViewport(GLsizei* outWidth, GLsizei* outHeight) {
*outWidth = mViewportWidth;
*outHeight = mViewportHeight;
@@ -189,15 +185,13 @@
meshState().disableTexCoordsVertexArray();
debugOverdraw(false, false);
// TODO: We need a way to know whether the functor is sRGB aware (b/32072673)
- if (mCaches->extensions().hasLinearBlending() &&
- mCaches->extensions().hasSRGBWriteControl()) {
+ if (mCaches->extensions().hasLinearBlending() && mCaches->extensions().hasSRGBWriteControl()) {
glDisable(GL_FRAMEBUFFER_SRGB_EXT);
}
}
void RenderState::resumeFromFunctorInvoke() {
- if (mCaches->extensions().hasLinearBlending() &&
- mCaches->extensions().hasSRGBWriteControl()) {
+ if (mCaches->extensions().hasLinearBlending() && mCaches->extensions().hasSRGBWriteControl()) {
glEnable(GL_FRAMEBUFFER_SRGB_EXT);
}
@@ -249,7 +243,7 @@
///////////////////////////////////////////////////////////////////////////////
void RenderState::render(const Glop& glop, const Matrix4& orthoMatrix,
- bool overrideDisableBlending) {
+ bool overrideDisableBlending) {
const Glop::Mesh& mesh = glop.mesh;
const Glop::Mesh::Vertices& vertices = mesh.vertices;
const Glop::Mesh::Indices& indices = mesh.indices;
@@ -266,21 +260,19 @@
fill.program->setColor(fill.color);
}
- fill.program->set(orthoMatrix,
- glop.transform.modelView,
- glop.transform.meshTransform(),
- glop.transform.transformFlags & TransformFlags::OffsetByFudgeFactor);
+ fill.program->set(orthoMatrix, glop.transform.modelView, glop.transform.meshTransform(),
+ glop.transform.transformFlags & TransformFlags::OffsetByFudgeFactor);
// Color filter uniforms
if (fill.filterMode == ProgramDescription::ColorFilterMode::Blend) {
const FloatColor& color = fill.filter.color;
- glUniform4f(mCaches->program().getUniform("colorBlend"),
- color.r, color.g, color.b, color.a);
+ glUniform4f(mCaches->program().getUniform("colorBlend"), color.r, color.g, color.b,
+ color.a);
} else if (fill.filterMode == ProgramDescription::ColorFilterMode::Matrix) {
glUniformMatrix4fv(mCaches->program().getUniform("colorMatrix"), 1, GL_FALSE,
- fill.filter.matrix.matrix);
+ fill.filter.matrix.matrix);
glUniform4fv(mCaches->program().getUniform("colorMatrixVector"), 1,
- fill.filter.matrix.vector);
+ fill.filter.matrix.vector);
}
// Round rect clipping uniforms
@@ -295,15 +287,14 @@
// Divide by the radius to simplify the calculations in the fragment shader
// roundRectPos is also passed from vertex shader relative to top/left & radius
glUniform4f(fill.program->getUniform("roundRectInnerRectLTWH"),
- innerRect.left / roundedOutRadius, innerRect.top / roundedOutRadius,
- (innerRect.right - innerRect.left) / roundedOutRadius,
- (innerRect.bottom - innerRect.top) / roundedOutRadius);
+ innerRect.left / roundedOutRadius, innerRect.top / roundedOutRadius,
+ (innerRect.right - innerRect.left) / roundedOutRadius,
+ (innerRect.bottom - innerRect.top) / roundedOutRadius);
- glUniformMatrix4fv(fill.program->getUniform("roundRectInvTransform"),
- 1, GL_FALSE, &state->matrix.data[0]);
+ glUniformMatrix4fv(fill.program->getUniform("roundRectInvTransform"), 1, GL_FALSE,
+ &state->matrix.data[0]);
- glUniform1f(fill.program->getUniform("roundRectRadius"),
- roundedOutRadius);
+ glUniform1f(fill.program->getUniform("roundRectRadius"), roundedOutRadius);
}
GL_CHECKPOINT(MODERATE);
@@ -333,8 +324,8 @@
}
if (texture.textureTransform) {
- glUniformMatrix4fv(fill.program->getUniform("mainTextureTransform"), 1,
- GL_FALSE, &texture.textureTransform->data[0]);
+ glUniformMatrix4fv(fill.program->getUniform("mainTextureTransform"), 1, GL_FALSE,
+ &texture.textureTransform->data[0]);
}
}
@@ -349,12 +340,13 @@
if (vertices.attribFlags & VertexAttribFlags::Color) {
colorLocation = fill.program->getAttrib("colors");
glEnableVertexAttribArray(colorLocation);
- glVertexAttribPointer(colorLocation, 4, GL_FLOAT, GL_FALSE, vertices.stride, vertices.color);
+ glVertexAttribPointer(colorLocation, 4, GL_FLOAT, GL_FALSE, vertices.stride,
+ vertices.color);
}
int alphaLocation = -1;
if (vertices.attribFlags & VertexAttribFlags::Alpha) {
// NOTE: alpha vertex position is computed assuming no VBO
- const void* alphaCoords = ((const GLbyte*) vertices.position) + kVertexAlphaOffset;
+ const void* alphaCoords = ((const GLbyte*)vertices.position) + kVertexAlphaOffset;
alphaLocation = fill.program->getAttrib("vtxAlpha");
glEnableVertexAttribArray(alphaLocation);
glVertexAttribPointer(alphaLocation, 1, GL_FLOAT, GL_FALSE, vertices.stride, alphaCoords);
@@ -363,8 +355,9 @@
SkiaShader::apply(*mCaches, fill.skiaShaderData, mViewportWidth, mViewportHeight);
GL_CHECKPOINT(MODERATE);
- Texture* texture = (fill.skiaShaderData.skiaShaderType & kBitmap_SkiaShaderType) ?
- fill.skiaShaderData.bitmapData.bitmapTexture : nullptr;
+ Texture* texture = (fill.skiaShaderData.skiaShaderType & kBitmap_SkiaShaderType)
+ ? fill.skiaShaderData.bitmapData.bitmapTexture
+ : nullptr;
const AutoTexture autoCleanup(texture);
// If we have a shader and a base texture, the base texture is assumed to be an alpha mask
@@ -373,8 +366,8 @@
if (colorSpaceTexture != nullptr) {
if (colorSpaceTexture->hasColorSpaceConversion()) {
const ColorSpaceConnector* connector = colorSpaceTexture->getColorSpaceConnector();
- glUniformMatrix3fv(fill.program->getUniform("colorSpaceMatrix"), 1,
- GL_FALSE, connector->getTransform().asArray());
+ glUniformMatrix3fv(fill.program->getUniform("colorSpaceMatrix"), 1, GL_FALSE,
+ connector->getTransform().asArray());
}
TransferFunctionType transferFunction = colorSpaceTexture->getTransferFunctionType();
@@ -387,15 +380,15 @@
break;
case TransferFunctionType::Full:
glUniform1fv(fill.program->getUniform("transferFunction"), 7,
- reinterpret_cast<const float*>(&source.getTransferParameters().g));
+ reinterpret_cast<const float*>(&source.getTransferParameters().g));
break;
case TransferFunctionType::Limited:
glUniform1fv(fill.program->getUniform("transferFunction"), 5,
- reinterpret_cast<const float*>(&source.getTransferParameters().g));
+ reinterpret_cast<const float*>(&source.getTransferParameters().g));
break;
case TransferFunctionType::Gamma:
glUniform1f(fill.program->getUniform("transferFunctionGamma"),
- source.getTransferParameters().g);
+ source.getTransferParameters().g);
break;
}
}
@@ -421,16 +414,17 @@
GLsizei elementsCount = mesh.elementCount;
const GLbyte* vertexData = static_cast<const GLbyte*>(vertices.position);
while (elementsCount > 0) {
- GLsizei drawCount = std::min(elementsCount, (GLsizei) kMaxNumberOfQuads * 6);
+ GLsizei drawCount = std::min(elementsCount, (GLsizei)kMaxNumberOfQuads * 6);
GLsizei vertexCount = (drawCount / 6) * 4;
meshState().bindPositionVertexPointer(vertexData, vertices.stride);
if (vertices.attribFlags & VertexAttribFlags::TextureCoord) {
- meshState().bindTexCoordsVertexPointer(
- vertexData + kMeshTextureOffset, vertices.stride);
+ meshState().bindTexCoordsVertexPointer(vertexData + kMeshTextureOffset,
+ vertices.stride);
}
if (mCaches->extensions().getMajorGlVersion() >= 3) {
- glDrawRangeElements(mesh.primitiveMode, 0, vertexCount-1, drawCount, GL_UNSIGNED_SHORT, nullptr);
+ glDrawRangeElements(mesh.primitiveMode, 0, vertexCount - 1, drawCount,
+ GL_UNSIGNED_SHORT, nullptr);
} else {
glDrawElements(mesh.primitiveMode, drawCount, GL_UNSIGNED_SHORT, nullptr);
}
@@ -439,10 +433,13 @@
}
} else if (indices.bufferObject || indices.indices) {
if (mCaches->extensions().getMajorGlVersion() >= 3) {
- // use glDrawRangeElements to reduce CPU overhead (otherwise the driver has to determine the min/max index values)
- glDrawRangeElements(mesh.primitiveMode, 0, mesh.vertexCount-1, mesh.elementCount, GL_UNSIGNED_SHORT, indices.indices);
+ // use glDrawRangeElements to reduce CPU overhead (otherwise the driver has to determine
+ // the min/max index values)
+ glDrawRangeElements(mesh.primitiveMode, 0, mesh.vertexCount - 1, mesh.elementCount,
+ GL_UNSIGNED_SHORT, indices.indices);
} else {
- glDrawElements(mesh.primitiveMode, mesh.elementCount, GL_UNSIGNED_SHORT, indices.indices);
+ glDrawElements(mesh.primitiveMode, mesh.elementCount, GL_UNSIGNED_SHORT,
+ indices.indices);
}
} else {
glDrawArrays(mesh.primitiveMode, 0, mesh.elementCount);