Module: wine Branch: master Commit: f00670df6135eba1cb162aac954765619ce5f605 URL: http://source.winehq.org/git/wine.git/?a=commit;h=f00670df6135eba1cb162aac95...
Author: Lei Zhang thestig@fido.smo.corp.google.com Date: Tue Jun 5 15:21:08 2007 -0700
wined3d: Various spelling fixes.
---
dlls/wined3d/surface.c | 28 ++++++++++++++-------------- 1 files changed, 14 insertions(+), 14 deletions(-)
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c index 4cb29ef..4cd4f0c 100644 --- a/dlls/wined3d/surface.c +++ b/dlls/wined3d/surface.c @@ -457,7 +457,7 @@ void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface) {
TRACE("(%p)Checking to see if the container is a base texture\n", This); if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) { - TRACE("Passing to conatiner\n"); + TRACE("Passing to container\n"); IWineD3DBaseTexture_PreLoad(baseTexture); IWineD3DBaseTexture_Release(baseTexture); } else { @@ -570,7 +570,7 @@ void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor * /* TODO: think about moving this down to resource? */ const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface) { IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface; - /* This should only be called for sysmem textures, it may be a good idea to extend this to all pools at some point in the futture */ + /* This should only be called for sysmem textures, it may be a good idea to extend this to all pools at some point in the future */ if (This->resource.pool != WINED3DPOOL_SYSTEMMEM) { FIXME(" (%p)Attempting to get system memory for a non-system memory texture\n", iface); } @@ -753,7 +753,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED This->lockCount++; /* MAXLOCKCOUNT is defined in wined3d_private.h */ if(This->lockCount > MAXLOCKCOUNT) { - TRACE("Surface is locked regularily, not freeing the system memory copy any more\n"); + TRACE("Surface is locked regularly, not freeing the system memory copy any more\n"); This->Flags |= SFLAG_DYNLOCK; } } @@ -855,7 +855,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED FIXME("Depth stencil locking not supported yet\n"); } else { /* This path is for normal surfaces, offscreen render targets and everything else that is in a gl texture */ - TRACE("locking an ordinarary surface\n"); + TRACE("locking an ordinary surface\n");
if (0 != This->glDescription.textureName) { /* Now I have to copy thing bits back */ @@ -2147,7 +2147,7 @@ HRESULT WINAPI IWineD3DSurfaceImpl_SaveSnapshot(IWineD3DSurface *iface, const ch ERR("opening of %s failed with: %s\n", filename, strerror(errno)); return WINED3DERR_INVALIDCALL; } -/* Save the dat out to a TGA file because 1: it's an easy raw format, 2: it supports an alpha chanel*/ +/* Save the dat out to a TGA file because 1: it's an easy raw format, 2: it supports an alpha channel*/ TRACE("(%p) opened %s with format %s\n", This, filename, debug_d3dformat(This->resource.format)); /* TGA header */ fputc(0,f); @@ -2221,7 +2221,7 @@ extern HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, C This->dirtyRect.top, This->dirtyRect.right, This->dirtyRect.bottom); /* if the container is a basetexture then mark it dirty. */ if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) { - TRACE("Passing to conatiner\n"); + TRACE("Passing to container\n"); IWineD3DBaseTexture_SetDirty(baseTexture, TRUE); IWineD3DBaseTexture_Release(baseTexture); } @@ -2246,11 +2246,11 @@ HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORM const PixelFormatDesc *formatEntry = getFormatDescEntry(format);
if (This->resource.format != WINED3DFMT_UNKNOWN) { - FIXME("(%p) : The foramt of the surface must be WINED3DFORMAT_UNKNOWN\n", This); + FIXME("(%p) : The format of the surface must be WINED3DFORMAT_UNKNOWN\n", This); return WINED3DERR_INVALIDCALL; }
- TRACE("(%p) : Setting texture foramt to (%d,%s)\n", This, format, debug_d3dformat(format)); + TRACE("(%p) : Setting texture format to (%d,%s)\n", This, format, debug_d3dformat(format)); if (format == WINED3DFMT_UNKNOWN) { This->resource.size = 0; } else if (format == WINED3DFMT_DXT1) { @@ -2420,10 +2420,10 @@ static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3D } else { UINT yoffset = Src->currentDesc.Height - srect->y1 + drect->y1 - 1; /* I have to process this row by row to swap the image, - * otherwise it would be upside down, so streching in y direction + * otherwise it would be upside down, so stretching in y direction * doesn't cost extra time * - * However, streching in x direction can be avoided if not necessary + * However, stretching in x direction can be avoided if not necessary */ for(row = drect->y1; row < drect->y2; row++) { if( (xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) { @@ -2763,7 +2763,7 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT * * untouched. Therefore it's necessary to override the swap effect * and to set it back after the flip. * - * Windowed Direct3D < 7 apps do the same. The D3D7 sdk demso are nice + * Windowed Direct3D < 7 apps do the same. The D3D7 sdk demos are nice * testcases. */
@@ -2807,7 +2807,7 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT * IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_SAMPLER(0)); IWineD3DSurface_PreLoad((IWineD3DSurface *) This);
- /* Make sure that the top pixel is always above the bottom pixel, and keep a seperate upside down flag + /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag * glCopyTexSubImage is a bit picky about the parameters we pass to it */ if(SrcRect) { @@ -2919,7 +2919,7 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT * * * Just modify the color keying parameters in the surface and restore them afterwards * The surface keeps track of the color key last used to load the opengl surface. - * PreLoad will catch the change to the flags and color key and reload if neccessary. + * PreLoad will catch the change to the flags and color key and reload if necessary. */ if(Flags & WINEDDBLT_KEYSRC) { /* Use color key from surface */ @@ -3416,7 +3416,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) { if ((This->pow2Width > GL_LIMITS(texture_size) || This->pow2Height > GL_LIMITS(texture_size)) && !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL))) { /* one of three options 1: Do the same as we do with nonpow 2 and scale the texture, (any texture ops would require the texture to be scaled which is potentially slow) - 2: Set the texture to the maxium size (bad idea) + 2: Set the texture to the maximum size (bad idea) 3: WARN and return WINED3DERR_NOTAVAILABLE; 4: Create the surface, but allow it to be used only for DirectDraw Blts. Some apps(e.g. Swat 3) create textures with a Height of 16 and a Width > 3000 and blt 16x16 letter areas from them to the render target. */