Code cleanup to make formatting consistent
across all the renderscript files.
Change-Id: Idf5fcc60877e44c8f074f7176e37f70b3b895a3c
diff --git a/rsShaderCache.cpp b/rsShaderCache.cpp
index 193ced3..d254018 100644
--- a/rsShaderCache.cpp
+++ b/rsShaderCache.cpp
@@ -43,10 +43,10 @@
UniformQueryData **uniformList, uint32_t uniListSize) {
for (uint32_t ct=0; ct < prog->getUniformCount(); ct++) {
- if(data[ct].slot >= 0 && data[ct].arraySize > 1) {
+ if (data[ct].slot >= 0 && data[ct].arraySize > 1) {
//Iterate over the list of active GL uniforms and find highest array index
- for(uint32_t ui = 0; ui < uniListSize; ui ++) {
- if(prog->getUniformName(ct) == uniformList[ui]->name) {
+ for (uint32_t ui = 0; ui < uniListSize; ui ++) {
+ if (prog->getUniformName(ct) == uniformList[ui]->name) {
data[ct].arraySize = (uint32_t)uniformList[ui]->arraySize;
break;
}
@@ -70,21 +70,20 @@
bool ShaderCache::hasArrayUniforms(ProgramVertex *vtx, ProgramFragment *frag) {
UniformData *data = mCurrent->vtxUniforms;
for (uint32_t ct=0; ct < vtx->getUniformCount(); ct++) {
- if(data[ct].slot >= 0 && data[ct].arraySize > 1) {
+ if (data[ct].slot >= 0 && data[ct].arraySize > 1) {
return true;
}
}
data = mCurrent->fragUniforms;
for (uint32_t ct=0; ct < frag->getUniformCount(); ct++) {
- if(data[ct].slot >= 0 && data[ct].arraySize > 1) {
+ if (data[ct].slot >= 0 && data[ct].arraySize > 1) {
return true;
}
}
return false;
}
-bool ShaderCache::lookup(Context *rsc, ProgramVertex *vtx, ProgramFragment *frag)
-{
+bool ShaderCache::lookup(Context *rsc, ProgramVertex *vtx, ProgramFragment *frag) {
if (!vtx->getShaderID()) {
vtx->loadShader(rsc);
}
@@ -93,12 +92,12 @@
}
// Don't try to cache if shaders failed to load
- if(!vtx->getShaderID() || !frag->getShaderID()) {
+ if (!vtx->getShaderID() || !frag->getShaderID()) {
return false;
}
//LOGV("ShaderCache lookup vtx %i, frag %i", vtx->getShaderID(), frag->getShaderID());
uint32_t entryCount = mEntries.size();
- for(uint32_t ct = 0; ct < entryCount; ct ++) {
+ for (uint32_t ct = 0; ct < entryCount; ct ++) {
if ((mEntries[ct]->vtx == vtx->getShaderID()) &&
(mEntries[ct]->frag == frag->getShaderID())) {
@@ -170,16 +169,16 @@
UniformQueryData **uniformList = NULL;
GLint numUniforms = 0;
bool hasArrays = hasArrayUniforms(vtx, frag);
- if(hasArrays) {
+ if (hasArrays) {
// Get the number of active uniforms and the length of the longest name
glGetProgramiv(pgm, GL_ACTIVE_UNIFORMS, &numUniforms);
GLint maxNameLength = 0;
glGetProgramiv(pgm, GL_ACTIVE_UNIFORM_MAX_LENGTH, &maxNameLength);
- if(numUniforms > 0 && maxNameLength > 0) {
+ if (numUniforms > 0 && maxNameLength > 0) {
uniformList = new UniformQueryData*[numUniforms];
// Iterate over all the uniforms and build the list we
// can later use to match our uniforms to
- for(uint32_t ct = 0; ct < (uint32_t)numUniforms; ct++) {
+ for (uint32_t ct = 0; ct < (uint32_t)numUniforms; ct++) {
uniformList[ct] = new UniformQueryData(maxNameLength);
glGetActiveUniform(pgm, ct, maxNameLength, &uniformList[ct]->writtenLength,
&uniformList[ct]->arraySize, &uniformList[ct]->type,
@@ -199,8 +198,8 @@
uniformList, (uint32_t)numUniforms);
// Clean up the uniform data from GL
- if(uniformList != NULL) {
- for(uint32_t ct = 0; ct < (uint32_t)numUniforms; ct++) {
+ if (uniformList != NULL) {
+ for (uint32_t ct = 0; ct < (uint32_t)numUniforms; ct++) {
delete uniformList[ct];
}
delete[] uniformList;
@@ -216,17 +215,16 @@
int32_t ShaderCache::vtxAttribSlot(const String8 &attrName) const {
for (uint32_t ct=0; ct < mCurrent->vtxAttrCount; ct++) {
- if(attrName == mCurrent->vtxAttrs[ct].name) {
+ if (attrName == mCurrent->vtxAttrs[ct].name) {
return mCurrent->vtxAttrs[ct].slot;
}
}
return -1;
}
-void ShaderCache::cleanupVertex(uint32_t id)
-{
+void ShaderCache::cleanupVertex(uint32_t id) {
int32_t numEntries = (int32_t)mEntries.size();
- for(int32_t ct = 0; ct < numEntries; ct ++) {
+ for (int32_t ct = 0; ct < numEntries; ct ++) {
if (mEntries[ct]->vtx == id) {
glDeleteProgram(mEntries[ct]->program);
@@ -238,10 +236,9 @@
}
}
-void ShaderCache::cleanupFragment(uint32_t id)
-{
+void ShaderCache::cleanupFragment(uint32_t id) {
int32_t numEntries = (int32_t)mEntries.size();
- for(int32_t ct = 0; ct < numEntries; ct ++) {
+ for (int32_t ct = 0; ct < numEntries; ct ++) {
if (mEntries[ct]->frag == id) {
glDeleteProgram(mEntries[ct]->program);
@@ -253,7 +250,6 @@
}
}
-void ShaderCache::cleanupAll()
-{
+void ShaderCache::cleanupAll() {
}