diff --git a/src/render/direct3d11/SDL_render_d3d11.c b/src/render/direct3d11/SDL_render_d3d11.c index 37ffaf57b..11d742d3b 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. */