Module: wine
Branch: master
Commit: 5f7a9cea3893156477bb04bcc1eee9028a124fd4
URL: http://source.winehq.org/git/wine.git/?a=commit;h=5f7a9cea3893156477bb04bcc…
Author: Francois Gouget <fgouget(a)free.fr>
Date: Fri Dec 7 01:03:54 2007 +0100
Assorted spelling fixes.
---
dlls/d3d9/tests/visual.c | 2 +-
dlls/kernel32/thread.c | 2 +-
dlls/user32/tests/msg.c | 4 ++--
dlls/wined3d/directx.c | 8 ++++----
dlls/wined3d/glsl_shader.c | 4 ++--
dlls/wined3d/state.c | 2 +-
dlls/wined3d/surface.c | 6 +++---
dlls/winex11.drv/opengl.c | 2 +-
include/rpcdcep.h | 2 +-
programs/regedit/regproc.c | 2 +-
10 files changed, 17 insertions(+), 17 deletions(-)
diff --git a/dlls/d3d9/tests/visual.c b/dlls/d3d9/tests/visual.c
index d929965..23053ed 100644
--- a/dlls/d3d9/tests/visual.c
+++ b/dlls/d3d9/tests/visual.c
@@ -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
*/
diff --git a/dlls/kernel32/thread.c b/dlls/kernel32/thread.c
index ee89a82..bbcccd4 100644
--- a/dlls/kernel32/thread.c
+++ b/dlls/kernel32/thread.c
@@ -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.
diff --git a/dlls/user32/tests/msg.c b/dlls/user32/tests/msg.c
index d1f5892..ea466af 100644
--- a/dlls/user32/tests/msg.c
+++ b/dlls/user32/tests/msg.c
@@ -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 );
diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c
index a269988..43d2a79 100644
--- a/dlls/wined3d/directx.c
+++ b/dlls/wined3d/directx.c
@@ -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.
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 80b8ea9..46ca6aa 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -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.
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index ef0fbd8..dca2e88 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -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
*/
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index 6d45164..b8a97d5 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -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.
*
diff --git a/dlls/winex11.drv/opengl.c b/dlls/winex11.drv/opengl.c
index 712e1a8..f8cf301 100644
--- a/dlls/winex11.drv/opengl.c
+++ b/dlls/winex11.drv/opengl.c
@@ -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.
diff --git a/include/rpcdcep.h b/include/rpcdcep.h
index 46a402a..d3c2e09 100644
--- a/include/rpcdcep.h
+++ b/include/rpcdcep.h
@@ -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.
*/
diff --git a/programs/regedit/regproc.c b/programs/regedit/regproc.c
index e17a973..fe5323e 100644
--- a/programs/regedit/regproc.c
+++ b/programs/regedit/regproc.c
@@ -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