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Clean up lint
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CHANGELOG.md

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@@ -10,7 +10,7 @@ Release available for download on [GitHub](https://github.com/microsoft/DirectXT
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* C++17 `std::byte` support for `FromMemory` functions
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* GamePad, Keyboard, and Mouse _GameInput_ implementation now supports both v0 and v1 of the API
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* SimpleMath changes for Vector2/Vector3 operators to speed up performance particularly in debug builds
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* *DirectX Tool Kit for Audio* changes:
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* _DirectX Tool Kit for Audio_ changes:
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* Added more audio engine flags to control X3DAudio usage: `AudioEngine_DisableLFERedirect`, `AudioEngine_DisableDopplerEffect`, `AudioEngine_ZeroCenter3D`
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* Repurposed `SoundEffectInstance_UseRedirectLFE` from an internal flag to a per voice override
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* Added `SoundEffectInstance_ZeroCenter3D` as a per voice override
@@ -30,7 +30,7 @@ Release available for download on [GitHub](https://github.com/microsoft/DirectXT
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* CMake and MSBuild project updates
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### September 4, 2024
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* *DirectX Tool Kit for Audio* update
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* _DirectX Tool Kit for Audio_ update
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* Added ``IsValid`` method to **AudioEmitter** and **AudioListener**
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* Sync'd DDS.H with latest changes from DirectXTex
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* CMake project updates including support for ARM64EC
@@ -53,7 +53,7 @@ Release available for download on [GitHub](https://github.com/microsoft/DirectXT
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* Code review
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### October 28, 2023
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* Additional methods for *DirectX Tool Kit for Audio* emitter for linear and inverse-square falloff curves
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* Additional methods for _DirectX Tool Kit for Audio_ emitter for linear and inverse-square falloff curves
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* xwbtool: -flist option updated to support filenames with spaces
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### September 1, 2023
@@ -71,7 +71,7 @@ Release available for download on [GitHub](https://github.com/microsoft/DirectXT
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* xwbtool: Windows on ARM64 version
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### March 30, 2023
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* *DirectX Tool Kit for Audio* updates
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* _DirectX Tool Kit for Audio_ updates
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* Reworked audio device enumeration for XAudio 2.9 to use MMDeviceEnumerator rather than Windows Runtime APIs
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* ``GetOutputFormat`` now reports sample rate and bit-depth from the audio device properties
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* New method ``GetOutputSampleRate`` added to return the input sample rate of the mastering voice
@@ -84,21 +84,21 @@ Release available for download on [GitHub](https://github.com/microsoft/DirectXT
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* Mouse relative mode now accumulates multiple delta updates per frame. Added new optional but recommended method ``EndOfInputFrame``.
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* Fixed out-of-bounds read bug in the .WAV file reader.
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* Additional checks added to DDSTextureLoader for planar video formats.
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* *DirectX Tool Kit for Audio* updated for XAudio2Redist 1.2.11
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* _DirectX Tool Kit for Audio_ updated for XAudio2Redist 1.2.11
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* CMake project updates
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### December 15, 2022
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* GamePad, Keyboard, and Mouse headers have ``USING_XINPUT``, ``USING_GAMEINPUT``, ``USING_WINDOWS_GAMING_INPUT`` defines
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* Updates for *GameInputCreate* failure handling on PC
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* *DirectX Tool Kit for Audio* updated for XAudio2Redist 1.2.10
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* _DirectX Tool Kit for Audio_ updated for XAudio2Redist 1.2.10
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* CMake project updated to require 3.20 or later
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* CMake and MSBuild project updates
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* Minor MinGW code changes
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* Added Azure Dev Ops Pipeline YAML files
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* Test suite updated with CTest support
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### October 17, 2022
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* Additional methods for *DirectX Tool Kit for Audio* emitter and listener for cone and falloff curves
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* Additional methods for _DirectX Tool Kit for Audio_ emitter and listener for cone and falloff curves
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* Added use of C++11 inline namespaces to make it possible to link both DX11 and DX12 versions at once
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* Minor fix for ``CompileShaders.cmd`` to address additional 'paths with spaces' issues
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* Minor CMake update
@@ -112,7 +112,7 @@ Release available for download on [GitHub](https://github.com/microsoft/DirectXT
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### June 15, 2022
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* GamePad, Keyboard, and Mouse updated to use GameInput on PC for the Gaming.Desktop.x64 platform
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* *DirectX Tool Kit for Audio* updated for XAudio2Redist 1.2.9
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* _DirectX Tool Kit for Audio_ updated for XAudio2Redist 1.2.9
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* CMake project updates
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### May 9, 2022
@@ -136,7 +136,7 @@ Release available for download on [GitHub](https://github.com/microsoft/DirectXT
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* SimpleMath Quaternion updated with **ToEuler**, **RotateTowards**, **FromToRotation**, **LookRotation**, and **Angle** methods
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* Keyboard updated with new IME On/Off v-keys
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* Win32 Mouse now uses ``WM_ACTIVATE`` for more robust behavior
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* *DirectX Tool Kit for Audio* updated for Advanced Format (4Kn) wavebank streaming
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* _DirectX Tool Kit for Audio_ updated for Advanced Format (4Kn) wavebank streaming
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* Code and project review including fixing clang v13 warnings
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* Added CMakePresets.json
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* xwbtool: Added support for Advanced Format (4Kn) streaming wavebanks with ``-af``
@@ -149,7 +149,7 @@ Release available for download on [GitHub](https://github.com/microsoft/DirectXT
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### October 18, 2021
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* Fixed loading of skinned PBR models from SDKMESH v2
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* *DirectX Tool Kit for Audio* updated for XAudio2Redist 1.2.8
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* _DirectX Tool Kit for Audio_ updated for XAudio2Redist 1.2.8
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* Minor code review updates
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### October 13, 2021
@@ -202,9 +202,9 @@ Release available for download on [GitHub](https://github.com/microsoft/DirectXT
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### November 11, 2020
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* Fixed ``/analyze`` warnings in GameInput usage
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* Fixed *DirectX Tool Kit for Audio* use of XAudio 2.8 for Windows 8 w/ Windows 10 SDK
205+
* Fixed _DirectX Tool Kit for Audio_ use of XAudio 2.8 for Windows 8 w/ Windows 10 SDK
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* Minor code and project cleanup
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* *DirectX Tool Kit for Audio* updated for XAudio2Redist 1.2.4
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* _DirectX Tool Kit for Audio_ updated for XAudio2Redist 1.2.4
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### September 30, 2020
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* GamePad class updated with ``c_MostRecent`` constant for ``-1`` player index special behavior
@@ -215,14 +215,14 @@ Release available for download on [GitHub](https://github.com/microsoft/DirectXT
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### August 15, 2020
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* EnvironmentMapEffect now supports cubemaps, spherical, and dual-parabola environment maps
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* Code review and project updates
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* *DirectX Tool Kit for Audio* updated for XAudio2Redist 1.2.3
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* _DirectX Tool Kit for Audio_ updated for XAudio2Redist 1.2.3
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### July 2, 2020
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* Improved SpriteFont drawing performance in Debug builds
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* Regenerated shaders using Windows 10 May 2020 Update SDK (19041)
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* Code cleanup for some new VC++ 16.7 warnings and static code analysis
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* CMake updates
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* *DirectX Tool Kit for Audio* updated for XAudio2Redist 1.2.2
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* _DirectX Tool Kit for Audio_ updated for XAudio2Redist 1.2.2
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### June 1, 2020
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* Added BufferHelpers header with functions **CreateStaticBuffer** / **CreateTextureFromMemory**, and the **ConstantBuffer** helper class
@@ -231,13 +231,13 @@ Release available for download on [GitHub](https://github.com/microsoft/DirectXT
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* ``AUDIO_ENGINE_FLAGS``, ``ModelLoaderFlags``, ``SOUND_EFFECT_INSTANCE_FLAGS``, and ``WIC_LOADER_FLAGS``
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* WICTextureLoader for ``PNG`` codec now checks ``gAMA`` chunk to determine colorspace if the ``sRGB`` chunk is not found for legacy sRGB detection.
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* ``WIC_LOADER_SRGB_DEFAULT`` flag added when loading image via WIC without explicit colorspace metadata
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* Retired XAudio 2.7 for *DirectX Tool Kit for Audio*. Use XAudio 2.9, XAudio 2.8, or XAudio2Redist instead.
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* Retired XAudio 2.7 for _DirectX Tool Kit for Audio_. Use XAudio 2.9, XAudio 2.8, or XAudio2Redist instead.
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* CMake project updates
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### May 10, 2020
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* WICTextureLoader updated with new loader flags: ``FORCE_RGBA32``, ``FIT_POW2``, and ``MAKE_SQUARE``
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* SimpleMath no longer forces use of d3d11.h or d3d12.h (can be used with d3d9.h for example)
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* *DirectX Tool Kit for Audio* updated with **SoundStreamInstance** class for async I/O playback from XACT-style streaming wavebanks
240+
* _DirectX Tool Kit for Audio_ updated with **SoundStreamInstance** class for async I/O playback from XACT-style streaming wavebanks
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* Code cleanup
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* xwbtool: Updated with ``-l`` switch for case-sensitive file systems
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@@ -564,7 +564,7 @@ Release available for download on [GitHub](https://github.com/microsoft/DirectXT
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* Code cleanup (removed ``DXGI_1_2_FORMATS`` control define; d2d1.h workaround not needed; ScopedObject typedef removed)
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### December 24, 2013
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* Added **DirectX Tool Kit for Audio** using XAudio2
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* Added _DirectX Tool Kit for Audio_ using XAudio2
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* Xbox One platform support
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* ``MakeSpriteFont`` tool updated with more progress feedback when capturing large fonts
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* Minor updates for ``SDKMESH`` Model loader

Inc/Model.h

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@@ -163,7 +163,7 @@ namespace DirectX
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uint32_t startInstanceLocation = 0,
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_In_ std::function<void __cdecl()> setCustomState = nullptr) const;
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// Create input layout for drawing with a custom effect.
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// Create input layout for drawing with a custom effect.
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void __cdecl CreateInputLayout(_In_ ID3D11Device* device, _In_ IEffect* ieffect, _Outptr_ ID3D11InputLayout** iinputLayout) const;
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// Change effect used by part and regenerate input layout (be sure to call Model::Modified as well)

README.md

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@@ -56,7 +56,7 @@ These components are designed to work without requiring any content from the leg
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* ``XWBTool\``
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* Command line tool for building XACT-style wave banks for use with DirectXTK for Audio's WaveBank class
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* Command line tool for building XACT-style wave banks for use with DirectXTK for Audio's WaveBank class
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* ``build\``
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Src/CMO.h

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@@ -164,10 +164,12 @@ namespace VSD3DStarter
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{ 0.0f, 0.0f, 0.0f, 1.f },
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1.f,
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{ 0.0f, 0.0f, 0.0f, 1.0f },
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{ 1.f, 0.f, 0.f, 0.f,
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0.f, 1.f, 0.f, 0.f,
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0.f, 0.f, 1.f, 0.f,
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0.f, 0.f, 0.f, 1.f },
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{
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1.f, 0.f, 0.f, 0.f,
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0.f, 1.f, 0.f, 0.f,
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0.f, 0.f, 1.f, 0.f,
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0.f, 0.f, 0.f, 1.f
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},
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};
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} // namespace
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Src/DDS.h

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@@ -221,8 +221,8 @@ namespace DirectX
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#define DDS_CUBEMAP_NEGATIVEZ 0x00008200 // DDSCAPS2_CUBEMAP | DDSCAPS2_CUBEMAP_NEGATIVEZ
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#define DDS_CUBEMAP_ALLFACES ( DDS_CUBEMAP_POSITIVEX | DDS_CUBEMAP_NEGATIVEX |\
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DDS_CUBEMAP_POSITIVEY | DDS_CUBEMAP_NEGATIVEY |\
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DDS_CUBEMAP_POSITIVEZ | DDS_CUBEMAP_NEGATIVEZ )
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DDS_CUBEMAP_POSITIVEY | DDS_CUBEMAP_NEGATIVEY |\
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DDS_CUBEMAP_POSITIVEZ | DDS_CUBEMAP_NEGATIVEZ )
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#define DDS_CUBEMAP 0x00000200 // DDSCAPS2_CUBEMAP
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Src/Geometry.cpp

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@@ -357,7 +357,7 @@ void DirectX::ComputeGeoSphere(VertexCollection& vertices, IndexCollection& indi
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// v12
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const uint16_t indicesToAdd[] =
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{
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iv0, iv01, iv20, // a
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iv0, iv01, iv20, // a
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iv20, iv12, iv2, // b
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iv20, iv01, iv12, // c
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iv01, iv1, iv12, // d

Src/Shaders/DGSLLambert.hlsl

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//
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// This file was generated by exporting HLSL from Visual Studio's default "Lambert" material, and then modified to handle both texture scenarios, multiple lights, and work with FL 9.x
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// <Visual Studio install folder>\Common7\IDE\Extensions\Microsoft\VsGraphics\Assets\Effects\Lambert.dgsl
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// <Visual Studio install folder>\Common7\IDE\Extensions\Microsoft\VsGraphics\Assets\Effects\Lambert.dgsl
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//
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Texture2D Texture1 : register(t0);

Src/Shaders/DGSLPhong.hlsl

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//
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// This file was generated by exporting HLSL from Visual Studio's default "Phong" material, and then modified to handle no texture scenarios, multiple lights, and work with FL 9.x
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// <Visual Studio install folder>\Common7\IDE\Extensions\Microsoft\VsGraphics\Assets\Effects\Phong.dgsl
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// <Visual Studio install folder>\Common7\IDE\Extensions\Microsoft\VsGraphics\Assets\Effects\Phong.dgsl
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//
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Texture2D Texture1 : register(t0);

Src/Shaders/DGSLUnlit.hlsl

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//
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// This file was generated by exporting HLSL from Visual Studio's default "Unlit" material, and then modified to handle both texture scenarios
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// <Visual Studio install folder>\Common7\IDE\Extensions\Microsoft\VsGraphics\Assets\Effects\Unlit.dgsl
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// <Visual Studio install folder>\Common7\IDE\Extensions\Microsoft\VsGraphics\Assets\Effects\Unlit.dgsl
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//
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Texture2D Texture1 : register(t0);

Src/Shaders/PBRCommon.fxh

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@@ -69,7 +69,7 @@ float G_Shlick_Smith_Hable(float alpha, float LdotH)
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//
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// alpha: This is roughness * roughness as in the "Disney" PBR model by Burley et al.
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//
72-
// specularColor: The F0 reflectance value - 0.04 for non-metals, or RGB for metals. This follows model
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// specularColor: The F0 reflectance value - 0.04 for non-metals, or RGB for metals. This follows model
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// used by Unreal Engine 4.
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//
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// NdotV, NdotL, LdotH, NdotH: vector relationships between,
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return IrradianceTexture.Sample(IBLSampler, N);
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}
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// Approximate specular image based lighting by sampling radiance map at lower mips
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// according to roughness, then modulating by Fresnel term.
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// Approximate specular image based lighting by sampling radiance map at lower mips
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// according to roughness, then modulating by Fresnel term.
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float3 Specular_IBL(in float3 N, in float3 V, in float lodBias)
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{
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float mip = lodBias * NumRadianceMipLevels;
@@ -161,7 +161,7 @@ float3 LightSurface(
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float3 diffuse_env = Diffuse_IBL(N);
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acc_color += c_diff * diffuse_env;
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// Add specular radiance
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// Add specular radiance
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float3 specular_env = Specular_IBL(N, V, roughness);
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acc_color += c_spec * specular_env;
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