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authorRémi Verschelde <rverschelde@gmail.com>2017-12-06 21:36:34 +0100
committerRémi Verschelde <rverschelde@gmail.com>2017-12-07 08:02:00 +0100
commit13c2ff932089db24841bb971b645141218bd8586 (patch)
tree1fc056e9e5531b9d039ecfcf19602cdce33222d2 /platform/uwp/gl_context_egl.cpp
parenta8ceb7e3f213216e4fb103a6a8687d007632f788 (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.cpp14
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;
};