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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