Signed-off-by: Francois Gouget fgouget@free.fr --- dlls/d3d11/tests/d3d11.c | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-)
diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c index 52c8816b689..236fa85a257 100644 --- a/dlls/d3d11/tests/d3d11.c +++ b/dlls/d3d11/tests/d3d11.c @@ -5960,7 +5960,7 @@ static void test_pipeline_statistics_query(void) get_query_data(context, query, &data, sizeof(data));
/* WARP devices randomly return all-zeroed structures as if the draw did not happen. Flushing and - * sleeping a second before ending the query reduces the likelyhood of hitting the bug a lot, but + * sleeping a second before ending the query reduces the likelihood of hitting the bug a lot, but * does not eliminate it entirely. To make things work reliably ignore such broken results. */ if (is_warp_device(device) && !memcmp(&data, &zero_data, sizeof(data))) { @@ -7453,8 +7453,8 @@ static void test_device_context_state(void) * * The tests below suggest that a ContextState object stores its own state * for every device it is used with. This isn't entirely true, e.g. the - * primitive topology can be transfered between devices, but will cause odd - * refcounting behavior afterwards (IAGetPrimitiveTopology will leak 54 + * primitive topology can be transferred between devices, but will cause + * odd refcounting behavior afterwards (IAGetPrimitiveTopology will leak 54 * references on the context's device for example). */ if (0) {