Module: wine Branch: master Commit: ba3509265d07003a67f996967187693427d7c7af URL: http://source.winehq.org/git/wine.git/?a=commit;h=ba3509265d07003a67f9969671...
Author: Francois Gouget fgouget@free.fr Date: Sun May 29 12:38:56 2016 +0200
wined3d: Spelling fixes.
Signed-off-by: Francois Gouget fgouget@free.fr Signed-off-by: Henri Verbeet hverbeet@codeweavers.com Signed-off-by: Alexandre Julliard julliard@winehq.org
---
dlls/wined3d/device.c | 6 +++--- dlls/wined3d/texture.c | 2 +- 2 files changed, 4 insertions(+), 4 deletions(-)
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c index 84834a4..ddfc715 100644 --- a/dlls/wined3d/device.c +++ b/dlls/wined3d/device.c @@ -819,9 +819,9 @@ static void create_default_sampler(struct wined3d_device *device) const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
/* - * In SM4+ shaders there is a separation between resources and samplers. Some of shader - * instructions allow to access resources without using samplers. - * In GLSL resources are always accessed through sampler or image variables. The default + * In SM4+ shaders there is a separation between resources and samplers. Some shader + * instructions allow access to resources without using samplers. + * In GLSL, resources are always accessed through sampler or image variables. The default * sampler object is used to emulate the direct resource access when there is no sampler state * to use. */ diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c index bdb8807..f42250b 100644 --- a/dlls/wined3d/texture.c +++ b/dlls/wined3d/texture.c @@ -43,7 +43,7 @@ static BOOL wined3d_texture_use_immutable_storage(const struct wined3d_texture * const struct wined3d_gl_info *gl_info) { /* We don't expect to create texture views for textures with height-scaled formats. - * Besides, ARB_texture_storage doesn't allow to specify exact sizes for all levels. */ + * Besides, ARB_texture_storage doesn't allow specifying exact sizes for all levels. */ return gl_info->supported[ARB_TEXTURE_STORAGE] && !(texture->resource.format_flags & WINED3DFMT_FLAG_HEIGHT_SCALE); }