Francois Gouget : Assorted spelling fixes.

Alexandre Julliard julliard at winehq.org
Fri Dec 7 11:02:05 CST 2007


Module: wine
Branch: master
Commit: 5f7a9cea3893156477bb04bcc1eee9028a124fd4
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=5f7a9cea3893156477bb04bcc1eee9028a124fd4

Author: Francois Gouget <fgouget at 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




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