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);