Module: wine Branch: master Commit: 5f7a9cea3893156477bb04bcc1eee9028a124fd4 URL: http://source.winehq.org/git/wine.git/?a=commit;h=5f7a9cea3893156477bb04bcc1...
Author: Francois Gouget fgouget@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