Minor style tweaks
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diff --git a/src/render/direct3d11/SDL_render_d3d11.c b/src/render/direct3d11/SDL_render_d3d11.c
index 37ffaf5..11d742d 100644
--- a/src/render/direct3d11/SDL_render_d3d11.c
+++ b/src/render/direct3d11/SDL_render_d3d11.c
@@ -1130,7 +1130,7 @@ D3D11_CreateDeviceResources(SDL_Renderer * renderer)
goto done;
}
- /* Setup render state that doesn't change through the program */
+ /* Setup render state that doesn't change */
ID3D11DeviceContext_IASetInputLayout(data->d3dContext, data->inputLayout);
ID3D11DeviceContext_VSSetShader(data->d3dContext, data->vertexShader, NULL, 0);
ID3D11DeviceContext_VSSetConstantBuffers(data->d3dContext, 0, 1, &data->vertexShaderConstants);
@@ -1185,8 +1185,7 @@ D3D11_GetCoreWindowFromSDLRenderer(SDL_Renderer * renderer)
static DXGI_MODE_ROTATION
D3D11_GetCurrentRotation()
{
- switch (DisplayProperties::CurrentOrientation)
- {
+ switch (DisplayProperties::CurrentOrientation) {
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
/* Windows Phone rotations */
case DisplayOrientations::Landscape:
@@ -1458,8 +1457,7 @@ D3D11_CreateWindowSizeDependentResources(SDL_Renderer * renderer)
* To note, the call for this, IDXGISwapChain1::SetRotation, is not necessary
* on Windows Phone, nor is it supported there. It's only needed in Windows 8/RT.
*/
- if (data->swapEffect == DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL)
- {
+ if (data->swapEffect == DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL) {
result = IDXGISwapChain1_SetRotation(data->swapChain, data->rotation);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGISwapChain1::SetRotation", result);
@@ -1515,7 +1513,7 @@ D3D11_HandleDeviceLost(SDL_Renderer * renderer)
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
HRESULT result = S_OK;
- /* FIXME: Need to release all resources - all texures are invalid! */
+ /* FIXME: Need to release all resources - all textures are invalid! */
result = D3D11_CreateDeviceResources(renderer);
if (FAILED(result)) {
@@ -1844,8 +1842,7 @@ D3D11_UpdateViewport(SDL_Renderer * renderer)
* direction of the DXGI_MODE_ROTATION enumeration.
*/
Float4X4 projection;
- switch (data->rotation)
- {
+ switch (data->rotation) {
case DXGI_MODE_ROTATION_IDENTITY:
projection = MatrixIdentity();
break;
@@ -2466,8 +2463,7 @@ D3D11_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
textureMemory.RowPitch,
format,
pixels,
- pitch) != 0)
- {
+ pitch) != 0) {
/* When SDL_ConvertPixels fails, it'll have already set the format.
* Get the error message, and attach some extra data to it.
*/