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/Texture.cpp b/services/surfaceflinger/RenderEngine/Texture.cpp
index 8875b6d..351430f 100644
--- a/services/surfaceflinger/RenderEngine/Texture.cpp
+++ b/services/surfaceflinger/RenderEngine/Texture.cpp
@@ -20,24 +20,22 @@
 
 namespace android {
 
-Texture::Texture() :
-    mTextureName(0), mTextureTarget(TEXTURE_2D),
-    mWidth(0), mHeight(0), mFiltering(false) {
-}
+Texture::Texture()
+      : mTextureName(0), mTextureTarget(TEXTURE_2D), mWidth(0), mHeight(0), mFiltering(false) {}
 
-Texture::Texture(Target textureTarget, uint32_t textureName) :
-            mTextureName(textureName), mTextureTarget(textureTarget),
-            mWidth(0), mHeight(0), mFiltering(false) {
-}
+Texture::Texture(Target textureTarget, uint32_t textureName)
+      : mTextureName(textureName),
+        mTextureTarget(textureTarget),
+        mWidth(0),
+        mHeight(0),
+        mFiltering(false) {}
 
 void Texture::init(Target textureTarget, uint32_t textureName) {
     mTextureName = textureName;
     mTextureTarget = textureTarget;
 }
 
-Texture::~Texture() {
-}
-
+Texture::~Texture() {}
 
 void Texture::setMatrix(float const* matrix) {
     mTextureMatrix = mat4(matrix);