Francois Gouget : wined3d: Spelling fixes.
Alexandre Julliard
julliard at winehq.org
Mon May 30 09:43:41 CDT 2016
Module: wine
Branch: master
Commit: ba3509265d07003a67f996967187693427d7c7af
URL: http://source.winehq.org/git/wine.git/?a=commit;h=ba3509265d07003a67f996967187693427d7c7af
Author: Francois Gouget <fgouget at free.fr>
Date: Sun May 29 12:38:56 2016 +0200
wined3d: Spelling fixes.
Signed-off-by: Francois Gouget <fgouget at free.fr>
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at 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);
}
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