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More formatting and consistency fixes
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@ -61,7 +61,7 @@ unsigned int GetMaxTextureSize();
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HRESULT SetFullscreenState(bool enable_fullscreen);
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HRESULT GetFullscreenState(bool* fullscreen_state);
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// Ihis function will assign a name to the given resource.
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// This function will assign a name to the given resource.
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// The DirectX debug layer will make it easier to identify resources that way,
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// e.g. when listing up all resources who have unreleased references.
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template <typename T>
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@ -76,11 +76,11 @@ void SetDebugObjectName(T resource, const char* name)
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} // namespace D3D
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typedef HRESULT (WINAPI *CREATEDXGIFACTORY)(REFIID, void**);
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typedef HRESULT (WINAPI* CREATEDXGIFACTORY)(REFIID, void**);
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extern CREATEDXGIFACTORY PCreateDXGIFactory;
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typedef HRESULT (WINAPI *D3D11CREATEDEVICE)(IDXGIAdapter*, D3D_DRIVER_TYPE, HMODULE, UINT, CONST D3D_FEATURE_LEVEL*, UINT, UINT, ID3D11Device**, D3D_FEATURE_LEVEL*, ID3D11DeviceContext**);
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typedef HRESULT (WINAPI* D3D11CREATEDEVICE)(IDXGIAdapter*, D3D_DRIVER_TYPE, HMODULE, UINT, CONST D3D_FEATURE_LEVEL*, UINT, UINT, ID3D11Device**, D3D_FEATURE_LEVEL*, ID3D11DeviceContext**);
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typedef HRESULT (WINAPI *D3DREFLECT)(LPCVOID, SIZE_T, REFIID, void**);
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typedef HRESULT (WINAPI* D3DREFLECT)(LPCVOID, SIZE_T, REFIID, void**);
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extern D3DREFLECT PD3DReflect;
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extern pD3DCompile PD3DCompile;
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