Assorted spelling fixes.

oldstable
Francois Gouget 2007-12-07 01:03:54 +01:00 committed by Alexandre Julliard
parent 1c7787e69d
commit 5f7a9cea38
10 changed files with 17 additions and 17 deletions

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@ -22,7 +22,7 @@
*
* However, neither d3d nor opengl is guaranteed to be pixel exact, and thus the capability of this test
* is rather limited. As a general guideline for adding tests, do not rely on corner pixels. Draw a big enough
* area which shows specific behavior(like a quad on the whole screen), and try to get resulting colos with
* area which shows specific behavior(like a quad on the whole screen), and try to get resulting colors with
* all bits set or unset in all channels(like pure red, green, blue, white, black). Hopefully everything that
* causes visible results in games can be tested in a way that does not depend on pixel exactness
*/

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@ -524,7 +524,7 @@ BOOL WINAPI GetThreadTimes(
* Retrieve the identifier of a thread.
*
* PARAMS
* Thread [I] The thread to retrive the identifier of.
* Thread [I] The thread to retrieve the identifier of.
*
* RETURNS
* Success: Identifier of the target thread.

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@ -7866,7 +7866,7 @@ static void test_SendMessageTimeout(void)
info.timeout = 1;
info.ret = 0xdeadbeef;
thread = CreateThread( NULL, 0, send_msg_thread, &info, 0, &tid );
Sleep(100); /* SendMessageTimeout should timeout here */
Sleep(100); /* SendMessageTimeout should time out here */
wait_for_thread( thread );
CloseHandle( thread );
ok( info.ret == 0, "SendMessageTimeout succeeded\n" );
@ -7908,7 +7908,7 @@ static void test_SendMessageTimeout(void)
thread = CreateThread( NULL, 0, send_msg_thread, &info, 0, &tid );
wait_for_thread( thread );
CloseHandle( thread );
/* we should timeout but still get the message */
/* we should time out but still get the message */
ok( info.ret == 0, "SendMessageTimeout failed\n" );
ok_sequence( WmUser, "WmUser", FALSE );

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@ -2526,7 +2526,7 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter,
* in max native instructions. Intel and others also offer the info in this extension but they
* don't support GLSL (at least on Windows).
*
* PS2.0 requires at least 96 instructions, 2.0a/2.0b go upto 512. Assume that if the number
* PS2.0 requires at least 96 instructions, 2.0a/2.0b go up to 512. Assume that if the number
* of instructions is 512 or less we have to do with ps2.0 hardware.
* NOTE: ps3.0 hardware requires 512 or more instructions but ati and nvidia offer 'enough' (1024 vs 4096) on their most basic ps3.0 hardware.
*/
@ -2811,8 +2811,8 @@ static BOOL implementation_is_apple(WineD3D_GL_Info *gl_info) {
* aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
* So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
* like client storage might be supported on other implementations too, but GL_APPLE_flush_render
* is specific to the MacOS window management, and GL_APPLE_ycbcr_422 is a Quicktime specific, so
* it the chance that other implementations support it is rather rare since Win32 Quicktime uses
* is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
* the chance that other implementations support them is rather small since Win32 QuickTime uses
* DirectDraw, not OpenGL.
*/
if(gl_info->supported[APPLE_FENCE] &&
@ -2831,7 +2831,7 @@ static BOOL implementation_is_apple(WineD3D_GL_Info *gl_info) {
static void fixup_extensions(WineD3D_GL_Info *gl_info) {
if(implementation_is_apple(gl_info)) {
/* MacOS advertises more GLSL vertex shader uniforms than support on hardware, and if more are
/* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
* used it falls back to software. While the compiler can detect if the shader uses all declared
* uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
* using relative addressing falls back to software.

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@ -651,7 +651,7 @@ void shader_generate_glsl_declarations(
shader_addline(buffer, "vec4 tmp0;\n");
shader_addline(buffer, "vec4 tmp1;\n");
/* Hardcodeable local constants */
/* Hardcodable local constants */
if(!This->baseShader.load_local_constsF) {
LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
float *value = (float *) lconst->value;
@ -1581,7 +1581,7 @@ void shader_glsl_compare(SHADER_OPCODE_ARG* arg) {
case WINED3DSIO_SLT:
/* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
* to return 0.0 but step returns 1.0 because step is not < x
* An alternative is a bvec compare padded with an unused secound component.
* An alternative is a bvec compare padded with an unused second component.
* step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
* issue. Playing with not() is not possible either because not() does not accept
* a scalar.

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@ -3505,7 +3505,7 @@ static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, W
}
if(wasrhw) {
/* Apply the transform matrices when switching from rhw drawing to vertex shaders. Vertex
* shaders themselves do not need it it, but the matrices are not reapplied automatically when
* shaders themselves do not need it, but the matrices are not reapplied automatically when
* switching back from vertex shaders to fixed function processing. So make sure we leave the
* fixed function vertex processing states back in a sane state before switching to shaders
*/

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@ -3711,9 +3711,9 @@ static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT
* Copies the current surface data from wherever it is to the requested
* location. The location is one of the surface flags, SFLAG_INSYSMEM,
* SFLAG_INTEXTURE and SFLAG_INDRAWABLE. When the surface is current in
* multiple locations, the gl texture is prefered over the drawable, which is
* prefered over system memory. The PBO counts as system memory. If rect is
* not NULL, only the specified rectangle is copied(only supported for
* multiple locations, the gl texture is preferred over the drawable, which is
* preferred over system memory. The PBO counts as system memory. If rect is
* not NULL, only the specified rectangle is copied (only supported for
* sysmem<->drawable copies at the moment). If rect is NULL, the destination
* location is marked up to date after the copy.
*

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@ -1524,7 +1524,7 @@ BOOL X11DRV_wglCopyContext(HGLRC hglrcSrc, HGLRC hglrcDst, UINT mask) {
* In case of GLX you need to specify this at context creation time but in case of WGL you
* do this using wglShareLists which you can call after creating the context.
* To emulate WGL we try to delay the creation of the context until wglShareLists or wglMakeCurrent.
* Upto now that works fine.
* Up to now that works fine.
*
* The delayed GLX context creation could cause issues for wglCopyContext as it might get called
* when there is no GLX context yet. Warn the user about it and let him report a bug report.

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@ -131,7 +131,7 @@ RPCRTAPI RPC_BINDING_HANDLE RPC_ENTRY
* Note that the prototypes for I_RpcBindingSetAsync are different for each case.
*
* Wine defaults to the WinNT case and only defines these function is MSWMSG is
* defined. Defining the NT functions by default causes MIDL generated proxys
* defined. Defining the NT functions by default causes MIDL generated proxies
* to not compile.
*/

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@ -374,7 +374,7 @@ static void closeKey(void)
/******************************************************************************
* This function is a wrapper for the setValue function. It prepares the
* land and clean the area once completed.
* land and cleans the area once completed.
* Note: this function modifies the line parameter.
*
* line - registry file unwrapped line. Should have the registry value name and