Minor style tweaks
authorSam Lantinga <slouken@libsdl.org>
Mon, 10 Mar 2014 02:13:44 -0700
changeset 85920d6dac81324f
parent 8591 2228ae5a3ac6
child 8593 0f4c0253135d
Minor style tweaks
src/render/direct3d11/SDL_render_d3d11.c
     1.1 --- a/src/render/direct3d11/SDL_render_d3d11.c	Mon Mar 10 01:51:03 2014 -0700
     1.2 +++ b/src/render/direct3d11/SDL_render_d3d11.c	Mon Mar 10 02:13:44 2014 -0700
     1.3 @@ -1130,7 +1130,7 @@
     1.4          goto done;
     1.5      }
     1.6  
     1.7 -    /* Setup render state that doesn't change through the program */
     1.8 +    /* Setup render state that doesn't change */
     1.9      ID3D11DeviceContext_IASetInputLayout(data->d3dContext, data->inputLayout);
    1.10      ID3D11DeviceContext_VSSetShader(data->d3dContext, data->vertexShader, NULL, 0);
    1.11      ID3D11DeviceContext_VSSetConstantBuffers(data->d3dContext, 0, 1, &data->vertexShaderConstants);
    1.12 @@ -1185,8 +1185,7 @@
    1.13  static DXGI_MODE_ROTATION
    1.14  D3D11_GetCurrentRotation()
    1.15  {
    1.16 -    switch (DisplayProperties::CurrentOrientation)
    1.17 -    {
    1.18 +    switch (DisplayProperties::CurrentOrientation) {
    1.19  #if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
    1.20          /* Windows Phone rotations */
    1.21      case DisplayOrientations::Landscape:
    1.22 @@ -1458,8 +1457,7 @@
    1.23       * To note, the call for this, IDXGISwapChain1::SetRotation, is not necessary
    1.24       * on Windows Phone, nor is it supported there.  It's only needed in Windows 8/RT.
    1.25       */
    1.26 -    if (data->swapEffect == DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL)
    1.27 -    {
    1.28 +    if (data->swapEffect == DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL) {
    1.29          result = IDXGISwapChain1_SetRotation(data->swapChain, data->rotation);
    1.30          if (FAILED(result)) {
    1.31              WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGISwapChain1::SetRotation", result);
    1.32 @@ -1515,7 +1513,7 @@
    1.33      D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
    1.34      HRESULT result = S_OK;
    1.35  
    1.36 -    /* FIXME: Need to release all resources - all texures are invalid! */
    1.37 +    /* FIXME: Need to release all resources - all textures are invalid! */
    1.38  
    1.39      result = D3D11_CreateDeviceResources(renderer);
    1.40      if (FAILED(result)) {
    1.41 @@ -1844,8 +1842,7 @@
    1.42       * direction of the DXGI_MODE_ROTATION enumeration.
    1.43       */
    1.44      Float4X4 projection;
    1.45 -    switch (data->rotation)
    1.46 -    {
    1.47 +    switch (data->rotation) {
    1.48          case DXGI_MODE_ROTATION_IDENTITY:
    1.49              projection = MatrixIdentity();
    1.50              break;
    1.51 @@ -2466,8 +2463,7 @@
    1.52          textureMemory.RowPitch,
    1.53          format,
    1.54          pixels,
    1.55 -        pitch) != 0)
    1.56 -    {
    1.57 +        pitch) != 0) {
    1.58          /* When SDL_ConvertPixels fails, it'll have already set the format.
    1.59           * Get the error message, and attach some extra data to it.
    1.60           */