libobs-d3d11: Fix vertical alignment

Someone's going to yell at me about this, but fix vertical alignment for
certain member variables in the main header.

For future reference, if you must use vertical alignment, always give it
plenty of space for the type names to grow in case you need to
add/change variables in the future; don't just align to the 'longest'
value, give it an extra 8-16 spaces for potential future variables.
This is done to prevent having to make commits like this in the future
that sort of pollute the history.
This commit is contained in:
jp9000
2015-02-09 01:13:43 -08:00
parent 3af33b26ac
commit 86563ea1cd

View File

@@ -210,7 +210,7 @@ struct gs_vertex_buffer {
ComPtr<ID3D11Buffer> tangentBuffer;
vector<ComPtr<ID3D11Buffer>> uvBuffers;
gs_device_t *device;
gs_device_t *device;
bool dynamic;
VBDataPtr vbd;
size_t numVerts;
@@ -352,18 +352,18 @@ struct gs_sampler_state {
};
struct gs_shader_param {
string name;
gs_shader_param_type type;
string name;
gs_shader_param_type type;
uint32_t textureID;
uint32_t textureID;
int arrayCount;
int arrayCount;
size_t pos;
size_t pos;
vector<uint8_t> curValue;
vector<uint8_t> defaultValue;
bool changed;
vector<uint8_t> curValue;
vector<uint8_t> defaultValue;
bool changed;
gs_shader_param(shader_var &var, uint32_t &texCounter);
};
@@ -383,8 +383,8 @@ struct gs_shader {
gs_device_t *device;
gs_shader_type type;
vector<gs_shader_param> params;
ComPtr<ID3D11Buffer> constants;
size_t constantSize;
ComPtr<ID3D11Buffer> constants;
size_t constantSize;
inline void UpdateParam(vector<uint8_t> &constData,
gs_shader_param &param, bool &upload);