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.
If the backbuffer count is larger than 3, it could still try to assign
backbuffers to pointers beyond the variable's array size when calling
swap->GetBuffer.
D3D12 capture does not take in to account when multiple backbuffers are
in used. With previous versions of Direct3D there was no need to do
this, but with D3D12 you must explicitly capture each specific
backbuffer currently in use.
This prevents issues with using standard C functions, where microsoft
would otherwise spit out pointless warnings to encourage using
microsoft-specific functions instead.