diff options
author | Rémi Verschelde <rverschelde@gmail.com> | 2017-12-06 21:36:34 +0100 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2017-12-07 08:02:00 +0100 |
commit | 13c2ff932089db24841bb971b645141218bd8586 (patch) | |
tree | 1fc056e9e5531b9d039ecfcf19602cdce33222d2 /platform/uwp/gl_context_egl.cpp | |
parent | a8ceb7e3f213216e4fb103a6a8687d007632f788 (diff) |
Style: Apply new clang-format 5.0 style to all files
Diffstat (limited to 'platform/uwp/gl_context_egl.cpp')
-rw-r--r-- | platform/uwp/gl_context_egl.cpp | 14 |
1 files changed, 8 insertions, 6 deletions
diff --git a/platform/uwp/gl_context_egl.cpp b/platform/uwp/gl_context_egl.cpp index dafe5d5e25..2130af6d60 100644 --- a/platform/uwp/gl_context_egl.cpp +++ b/platform/uwp/gl_context_egl.cpp @@ -108,7 +108,8 @@ Error ContextEGL::initialize() { EGL_NONE,*/ // These are the default display attributes, used to request ANGLE's D3D11 renderer. // eglInitialize will only succeed with these attributes if the hardware supports D3D11 Feature Level 10_0+. - EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE, + EGL_PLATFORM_ANGLE_TYPE_ANGLE, + EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE, // EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER is an optimization that can have large performance benefits on mobile devices. // Its syntax is subject to change, though. Please update your Visual Studio templates if you experience compilation issues with it. @@ -117,7 +118,8 @@ Error ContextEGL::initialize() { // EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE is an option that enables ANGLE to automatically call // the IDXGIDevice3::Trim method on behalf of the application when it gets suspended. // Calling IDXGIDevice3::Trim when an application is suspended is a Windows Store application certification requirement. - EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE, EGL_TRUE, + EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE, + EGL_TRUE, EGL_NONE, }; @@ -190,10 +192,10 @@ void ContextEGL::cleanup() { } }; -ContextEGL::ContextEGL(CoreWindow ^ p_window) - : mEglDisplay(EGL_NO_DISPLAY), - mEglContext(EGL_NO_CONTEXT), - mEglSurface(EGL_NO_SURFACE) { +ContextEGL::ContextEGL(CoreWindow ^ p_window) : + mEglDisplay(EGL_NO_DISPLAY), + mEglContext(EGL_NO_CONTEXT), + mEglSurface(EGL_NO_SURFACE) { window = p_window; }; |