fix formatting
diff --git a/src/backend/opengl/PipelineGL.cpp b/src/backend/opengl/PipelineGL.cpp
index a55991f..11b46da 100644
--- a/src/backend/opengl/PipelineGL.cpp
+++ b/src/backend/opengl/PipelineGL.cpp
@@ -1,215 +1,215 @@
-// Copyright 2017 The NXT Authors

-//

-// Licensed under the Apache License, Version 2.0 (the "License");

-// you may not use this file except in compliance with the License.

-// You may obtain a copy of the License at

-//

-//     http://www.apache.org/licenses/LICENSE-2.0

-//

-// Unless required by applicable law or agreed to in writing, software

-// distributed under the License is distributed on an "AS IS" BASIS,

-// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.

-// See the License for the specific language governing permissions and

-// limitations under the License.

-

-#include "PipelineGL.h"

-

-#include "OpenGLBackend.h"

-#include "PipelineLayoutGL.h"

-#include "ShaderModuleGL.h"

-

-#include <iostream>

-#include <set>

-

-namespace backend {

-namespace opengl {

-

-    namespace {

-

-        GLenum GLShaderType(nxt::ShaderStage stage) {

-            switch (stage) {

-                case nxt::ShaderStage::Vertex:

-                    return GL_VERTEX_SHADER;

-                case nxt::ShaderStage::Fragment:

-                    return GL_FRAGMENT_SHADER;

-                case nxt::ShaderStage::Compute:

-                    return GL_COMPUTE_SHADER;

-            }

-        }

-

-    }

-

-    Pipeline::Pipeline(Device* device, PipelineBuilder* builder) : PipelineBase(builder), device(device) {

-        auto CreateShader = [](GLenum type, const char* source) -> GLuint {

-            GLuint shader = glCreateShader(type);

-            glShaderSource(shader, 1, &source, nullptr);

-            glCompileShader(shader);

-

-            GLint compileStatus = GL_FALSE;

-            glGetShaderiv(shader, GL_COMPILE_STATUS, &compileStatus);

-            if (compileStatus == GL_FALSE) {

-                GLint infoLogLength = 0;

-                glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLength);

-

-                if (infoLogLength > 1) {

-                    std::vector<char> buffer(infoLogLength);

-                    glGetShaderInfoLog(shader, infoLogLength, nullptr, &buffer[0]);

-                    std::cout << source << std::endl;

-                    std::cout << "Program compilation failed:\n";

-                    std::cout << buffer.data() << std::endl;

-                }

-            }

-            return shader;

-        };

-

-        auto FillPushConstants = [](const ShaderModule* module, GLPushConstantInfo* info, GLuint program) {

-            const auto& moduleInfo = module->GetPushConstants();

-            for (uint32_t i = 0; i < moduleInfo.names.size(); i++) {

-                (*info)[i] = -1;

-

-                unsigned int size = moduleInfo.sizes[i];

-                if (size == 0) {

-                    continue;

-                }

-

-                GLint location = glGetUniformLocation(program, moduleInfo.names[i].c_str());

-                if (location == -1) {

-                    continue;

-                }

-

-                for (uint32_t offset = 0; offset < size; offset++) {

-                    (*info)[i + offset] = location + offset;

-                }

-                i += size - 1;

-            }

-        };

-

-        program = glCreateProgram();

-

-        for (auto stage : IterateStages(GetStageMask())) {

-            const ShaderModule* module = ToBackend(builder->GetStageInfo(stage).module.Get());

-

-            GLuint shader = CreateShader(GLShaderType(stage), module->GetSource());

-            glAttachShader(program, shader);

-        }

-

-        glLinkProgram(program);

-

-        GLint linkStatus = GL_FALSE;

-        glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);

-        if (linkStatus == GL_FALSE) {

-            GLint infoLogLength = 0;

-            glGetProgramiv(program, GL_INFO_LOG_LENGTH, &infoLogLength);

-

-            if (infoLogLength > 1) {

-                std::vector<char> buffer(infoLogLength);

-                glGetProgramInfoLog(program, infoLogLength, nullptr, &buffer[0]);

-                std::cout << "Program link failed:\n";

-                std::cout << buffer.data() << std::endl;

-            }

-        }

-

-        for (auto stage : IterateStages(GetStageMask())) {

-            const ShaderModule* module = ToBackend(builder->GetStageInfo(stage).module.Get());

-            FillPushConstants(module, &glPushConstants[stage], program);

-        }

-

-        glUseProgram(program);

-

-        // The uniforms are part of the program state so we can pre-bind buffer units, texture units etc.

-        const auto& layout = ToBackend(GetLayout());

-        const auto& indices = layout->GetBindingIndexInfo();

-

-        for (uint32_t group = 0; group < kMaxBindGroups; ++group) {

-            const auto& groupInfo = layout->GetBindGroupLayout(group)->GetBindingInfo();

-

-            for (uint32_t binding = 0; binding < kMaxBindingsPerGroup; ++binding) {

-                if (!groupInfo.mask[binding]) {

-                    continue;

-                }

-

-                std::string name = GetBindingName(group, binding);

-                switch (groupInfo.types[binding]) {

-                    case nxt::BindingType::UniformBuffer:

-                        {

-                            GLint location = glGetUniformBlockIndex(program, name.c_str());

-                            glUniformBlockBinding(program, location, indices[group][binding]);

-                        }

-                        break;

-

-                    case nxt::BindingType::StorageBuffer:

-                        {

-                            GLuint location = glGetProgramResourceIndex(program, GL_SHADER_STORAGE_BLOCK, name.c_str());

-                            glShaderStorageBlockBinding(program, location, indices[group][binding]);

-                        }

-                        break;

-

-                    case nxt::BindingType::Sampler:

-                    case nxt::BindingType::SampledTexture:

-                        // These binding types are handled in the separate sampler and texture emulation

-                        break;

-

-                }

-            }

-        }

-

-        // Compute links between stages for combined samplers, then bind them to texture units

-        {

-            std::set<CombinedSampler> combinedSamplersSet;

-            for (auto stage : IterateStages(GetStageMask())) {

-                const auto& module = ToBackend(builder->GetStageInfo(stage).module);

-

-                for (const auto& combined : module->GetCombinedSamplerInfo()) {

-                    combinedSamplersSet.insert(combined);

-                }

-            }

-

-            unitsForSamplers.resize(layout->GetNumSamplers());

-            unitsForTextures.resize(layout->GetNumSampledTextures());

-

-            GLuint textureUnit = layout->GetTextureUnitsUsed();

-            for (const auto& combined : combinedSamplersSet) {

-                std::string name = combined.GetName();

-                GLint location = glGetUniformLocation(program, name.c_str());

-                glUniform1i(location, textureUnit);

-

-                GLuint samplerIndex = indices[combined.samplerLocation.group][combined.samplerLocation.binding];

-                unitsForSamplers[samplerIndex].push_back(textureUnit);

-

-                GLuint textureIndex = indices[combined.textureLocation.group][combined.textureLocation.binding];

-                unitsForTextures[textureIndex].push_back(textureUnit);

-

-                textureUnit ++;

-            }

-        }

-    }

-

-    const Pipeline::GLPushConstantInfo& Pipeline::GetGLPushConstants(nxt::ShaderStage stage) const {

-        return glPushConstants[stage];

-    }

-

-    const std::vector<GLuint>& Pipeline::GetTextureUnitsForSampler(GLuint index) const {

-        ASSERT(index >= 0 && index < unitsForSamplers.size());

-        return unitsForSamplers[index];

-    }

-

-    const std::vector<GLuint>& Pipeline::GetTextureUnitsForTexture(GLuint index) const {

-        ASSERT(index >= 0 && index < unitsForSamplers.size());

-        return unitsForTextures[index];

-    }

-

-    GLuint Pipeline::GetProgramHandle() const {

-        return program;

-    }

-

-    void Pipeline::ApplyNow() {

-        glUseProgram(program);

-        

-        auto inputState = ToBackend(GetInputState());

-        glBindVertexArray(inputState->GetVAO());

-        auto depthStencilState = ToBackend(GetDepthStencilState());

-        depthStencilState->ApplyNow();

-    }

-

-}

-}

+// Copyright 2017 The NXT Authors
+//
+// Licensed under the Apache License, Version 2.0 (the "License");
+// you may not use this file except in compliance with the License.
+// You may obtain a copy of the License at
+//
+//     http://www.apache.org/licenses/LICENSE-2.0
+//
+// Unless required by applicable law or agreed to in writing, software
+// distributed under the License is distributed on an "AS IS" BASIS,
+// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+// See the License for the specific language governing permissions and
+// limitations under the License.
+
+#include "PipelineGL.h"
+
+#include "OpenGLBackend.h"
+#include "PipelineLayoutGL.h"
+#include "ShaderModuleGL.h"
+
+#include <iostream>
+#include <set>
+
+namespace backend {
+namespace opengl {
+
+    namespace {
+
+        GLenum GLShaderType(nxt::ShaderStage stage) {
+            switch (stage) {
+                case nxt::ShaderStage::Vertex:
+                    return GL_VERTEX_SHADER;
+                case nxt::ShaderStage::Fragment:
+                    return GL_FRAGMENT_SHADER;
+                case nxt::ShaderStage::Compute:
+                    return GL_COMPUTE_SHADER;
+            }
+        }
+
+    }
+
+    Pipeline::Pipeline(Device* device, PipelineBuilder* builder) : PipelineBase(builder), device(device) {
+        auto CreateShader = [](GLenum type, const char* source) -> GLuint {
+            GLuint shader = glCreateShader(type);
+            glShaderSource(shader, 1, &source, nullptr);
+            glCompileShader(shader);
+
+            GLint compileStatus = GL_FALSE;
+            glGetShaderiv(shader, GL_COMPILE_STATUS, &compileStatus);
+            if (compileStatus == GL_FALSE) {
+                GLint infoLogLength = 0;
+                glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLength);
+
+                if (infoLogLength > 1) {
+                    std::vector<char> buffer(infoLogLength);
+                    glGetShaderInfoLog(shader, infoLogLength, nullptr, &buffer[0]);
+                    std::cout << source << std::endl;
+                    std::cout << "Program compilation failed:\n";
+                    std::cout << buffer.data() << std::endl;
+                }
+            }
+            return shader;
+        };
+
+        auto FillPushConstants = [](const ShaderModule* module, GLPushConstantInfo* info, GLuint program) {
+            const auto& moduleInfo = module->GetPushConstants();
+            for (uint32_t i = 0; i < moduleInfo.names.size(); i++) {
+                (*info)[i] = -1;
+
+                unsigned int size = moduleInfo.sizes[i];
+                if (size == 0) {
+                    continue;
+                }
+
+                GLint location = glGetUniformLocation(program, moduleInfo.names[i].c_str());
+                if (location == -1) {
+                    continue;
+                }
+
+                for (uint32_t offset = 0; offset < size; offset++) {
+                    (*info)[i + offset] = location + offset;
+                }
+                i += size - 1;
+            }
+        };
+
+        program = glCreateProgram();
+
+        for (auto stage : IterateStages(GetStageMask())) {
+            const ShaderModule* module = ToBackend(builder->GetStageInfo(stage).module.Get());
+
+            GLuint shader = CreateShader(GLShaderType(stage), module->GetSource());
+            glAttachShader(program, shader);
+        }
+
+        glLinkProgram(program);
+
+        GLint linkStatus = GL_FALSE;
+        glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
+        if (linkStatus == GL_FALSE) {
+            GLint infoLogLength = 0;
+            glGetProgramiv(program, GL_INFO_LOG_LENGTH, &infoLogLength);
+
+            if (infoLogLength > 1) {
+                std::vector<char> buffer(infoLogLength);
+                glGetProgramInfoLog(program, infoLogLength, nullptr, &buffer[0]);
+                std::cout << "Program link failed:\n";
+                std::cout << buffer.data() << std::endl;
+            }
+        }
+
+        for (auto stage : IterateStages(GetStageMask())) {
+            const ShaderModule* module = ToBackend(builder->GetStageInfo(stage).module.Get());
+            FillPushConstants(module, &glPushConstants[stage], program);
+        }
+
+        glUseProgram(program);
+
+        // The uniforms are part of the program state so we can pre-bind buffer units, texture units etc.
+        const auto& layout = ToBackend(GetLayout());
+        const auto& indices = layout->GetBindingIndexInfo();
+
+        for (uint32_t group = 0; group < kMaxBindGroups; ++group) {
+            const auto& groupInfo = layout->GetBindGroupLayout(group)->GetBindingInfo();
+
+            for (uint32_t binding = 0; binding < kMaxBindingsPerGroup; ++binding) {
+                if (!groupInfo.mask[binding]) {
+                    continue;
+                }
+
+                std::string name = GetBindingName(group, binding);
+                switch (groupInfo.types[binding]) {
+                    case nxt::BindingType::UniformBuffer:
+                        {
+                            GLint location = glGetUniformBlockIndex(program, name.c_str());
+                            glUniformBlockBinding(program, location, indices[group][binding]);
+                        }
+                        break;
+
+                    case nxt::BindingType::StorageBuffer:
+                        {
+                            GLuint location = glGetProgramResourceIndex(program, GL_SHADER_STORAGE_BLOCK, name.c_str());
+                            glShaderStorageBlockBinding(program, location, indices[group][binding]);
+                        }
+                        break;
+
+                    case nxt::BindingType::Sampler:
+                    case nxt::BindingType::SampledTexture:
+                        // These binding types are handled in the separate sampler and texture emulation
+                        break;
+
+                }
+            }
+        }
+
+        // Compute links between stages for combined samplers, then bind them to texture units
+        {
+            std::set<CombinedSampler> combinedSamplersSet;
+            for (auto stage : IterateStages(GetStageMask())) {
+                const auto& module = ToBackend(builder->GetStageInfo(stage).module);
+
+                for (const auto& combined : module->GetCombinedSamplerInfo()) {
+                    combinedSamplersSet.insert(combined);
+                }
+            }
+
+            unitsForSamplers.resize(layout->GetNumSamplers());
+            unitsForTextures.resize(layout->GetNumSampledTextures());
+
+            GLuint textureUnit = layout->GetTextureUnitsUsed();
+            for (const auto& combined : combinedSamplersSet) {
+                std::string name = combined.GetName();
+                GLint location = glGetUniformLocation(program, name.c_str());
+                glUniform1i(location, textureUnit);
+
+                GLuint samplerIndex = indices[combined.samplerLocation.group][combined.samplerLocation.binding];
+                unitsForSamplers[samplerIndex].push_back(textureUnit);
+
+                GLuint textureIndex = indices[combined.textureLocation.group][combined.textureLocation.binding];
+                unitsForTextures[textureIndex].push_back(textureUnit);
+
+                textureUnit ++;
+            }
+        }
+    }
+
+    const Pipeline::GLPushConstantInfo& Pipeline::GetGLPushConstants(nxt::ShaderStage stage) const {
+        return glPushConstants[stage];
+    }
+
+    const std::vector<GLuint>& Pipeline::GetTextureUnitsForSampler(GLuint index) const {
+        ASSERT(index >= 0 && index < unitsForSamplers.size());
+        return unitsForSamplers[index];
+    }
+
+    const std::vector<GLuint>& Pipeline::GetTextureUnitsForTexture(GLuint index) const {
+        ASSERT(index >= 0 && index < unitsForSamplers.size());
+        return unitsForTextures[index];
+    }
+
+    GLuint Pipeline::GetProgramHandle() const {
+        return program;
+    }
+
+    void Pipeline::ApplyNow() {
+        glUseProgram(program);
+
+        auto inputState = ToBackend(GetInputState());
+        glBindVertexArray(inputState->GetVAO());
+        auto depthStencilState = ToBackend(GetDepthStencilState());
+        depthStencilState->ApplyNow();
+    }
+
+}
+}