diff --git a/src/mbgl/renderer/paint_parameters.cpp b/src/mbgl/renderer/paint_parameters.cpp index 54466f70a..d52e6f858 100644 --- a/src/mbgl/renderer/paint_parameters.cpp +++ b/src/mbgl/renderer/paint_parameters.cpp @@ -122,7 +122,9 @@ void PaintParameters::renderTileClippingMasks(const RenderTiles& renderTiles) { template void PaintParameters::renderTileClippingMasks( - TIter beg, TIter end, std::function::value_type&)>&& f) { + TIter beg, + TIter end, + std::function::value_type&)>&& f) { if (tileIDsIdentical(beg, end, f, tileClippingMaskIDs)) { // The current stencil mask is for this source already; no need to draw another one. return; diff --git a/src/mbgl/renderer/paint_parameters.hpp b/src/mbgl/renderer/paint_parameters.hpp index 40caa3a8f..7aaf54454 100644 --- a/src/mbgl/renderer/paint_parameters.hpp +++ b/src/mbgl/renderer/paint_parameters.hpp @@ -105,7 +105,9 @@ private: template void renderTileClippingMasks( - TIter beg, TIter end, std::function::value_type&)>&&); + TIter beg, + TIter end, + std::function::value_type&)>&&); // This needs to be an ordered map so that we have the same order as the renderTiles. std::map tileClippingMaskIDs; diff --git a/src/mbgl/renderer/renderer_impl.cpp b/src/mbgl/renderer/renderer_impl.cpp index 1a97f39a4..e278dcb3e 100644 --- a/src/mbgl/renderer/renderer_impl.cpp +++ b/src/mbgl/renderer/renderer_impl.cpp @@ -215,8 +215,8 @@ void Renderer::Impl::render(const RenderTree& renderTree) { const auto renderLayerOpaquePass = [&] { const auto debugGroup(parameters.renderPass->createDebugGroup("opaque")); parameters.pass = RenderPass::Opaque; - parameters.depthRangeSize = 1 - - (layerRenderItems.size() + 2) * parameters.numSublayers * PaintParameters::depthEpsilon; + parameters.depthRangeSize = 1 - (layerRenderItems.size() + 2) * parameters.numSublayers * + PaintParameters::depthEpsilon; uint32_t i = 0; for (auto it = layerRenderItems.rbegin(); it != layerRenderItems.rend(); ++it, ++i) { @@ -233,8 +233,8 @@ void Renderer::Impl::render(const RenderTree& renderTree) { const auto renderLayerTranslucentPass = [&] { const auto debugGroup(parameters.renderPass->createDebugGroup("translucent")); parameters.pass = RenderPass::Translucent; - parameters.depthRangeSize = 1 - - (layerRenderItems.size() + 2) * parameters.numSublayers * PaintParameters::depthEpsilon; + parameters.depthRangeSize = 1 - (layerRenderItems.size() + 2) * parameters.numSublayers * + PaintParameters::depthEpsilon; int32_t i = static_cast(layerRenderItems.size()) - 1; for (auto it = layerRenderItems.begin(); it != layerRenderItems.end() && i >= 0; ++it, --i) {