clang-format: Apply formatting

Code submissions have continually suffered from formatting
inconsistencies that constantly have to be addressed.  Using
clang-format simplifies this by making code formatting more consistent,
and allows automation of the code formatting so that maintainers can
focus more on the code itself instead of code formatting.
This commit is contained in:
jp9000
2019-06-22 22:13:45 -07:00
parent 53615ee10f
commit f53df7da64
567 changed files with 34068 additions and 32903 deletions

View File

@@ -22,37 +22,37 @@ void gs_zstencil_buffer::InitBuffer()
HRESULT hr;
memset(&td, 0, sizeof(td));
td.Width = width;
td.Height = height;
td.MipLevels = 1;
td.ArraySize = 1;
td.Format = dxgiFormat;
td.BindFlags = D3D11_BIND_DEPTH_STENCIL;
td.Width = width;
td.Height = height;
td.MipLevels = 1;
td.ArraySize = 1;
td.Format = dxgiFormat;
td.BindFlags = D3D11_BIND_DEPTH_STENCIL;
td.SampleDesc.Count = 1;
td.Usage = D3D11_USAGE_DEFAULT;
td.Usage = D3D11_USAGE_DEFAULT;
hr = device->device->CreateTexture2D(&td, NULL, texture.Assign());
if (FAILED(hr))
throw HRError("Failed to create depth stencil texture", hr);
memset(&dsvd, 0, sizeof(dsvd));
dsvd.Format = dxgiFormat;
dsvd.Format = dxgiFormat;
dsvd.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
hr = device->device->CreateDepthStencilView(texture, &dsvd,
view.Assign());
view.Assign());
if (FAILED(hr))
throw HRError("Failed to create depth stencil view", hr);
}
gs_zstencil_buffer::gs_zstencil_buffer(gs_device_t *device,
uint32_t width, uint32_t height,
gs_zstencil_format format)
: gs_obj (device, gs_type::gs_zstencil_buffer),
width (width),
height (height),
format (format),
dxgiFormat (ConvertGSZStencilFormat(format))
gs_zstencil_buffer::gs_zstencil_buffer(gs_device_t *device, uint32_t width,
uint32_t height,
gs_zstencil_format format)
: gs_obj(device, gs_type::gs_zstencil_buffer),
width(width),
height(height),
format(format),
dxgiFormat(ConvertGSZStencilFormat(format))
{
InitBuffer();
}