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Assorted spelling fixes.
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@ -22,7 +22,7 @@
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*
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* However, neither d3d nor opengl is guaranteed to be pixel exact, and thus the capability of this test
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* is rather limited. As a general guideline for adding tests, do not rely on corner pixels. Draw a big enough
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* area which shows specific behavior(like a quad on the whole screen), and try to get resulting colos with
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* area which shows specific behavior(like a quad on the whole screen), and try to get resulting colors with
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* all bits set or unset in all channels(like pure red, green, blue, white, black). Hopefully everything that
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* causes visible results in games can be tested in a way that does not depend on pixel exactness
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*/
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@ -524,7 +524,7 @@ BOOL WINAPI GetThreadTimes(
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* Retrieve the identifier of a thread.
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*
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* PARAMS
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* Thread [I] The thread to retrive the identifier of.
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* Thread [I] The thread to retrieve the identifier of.
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*
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* RETURNS
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* Success: Identifier of the target thread.
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@ -7866,7 +7866,7 @@ static void test_SendMessageTimeout(void)
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info.timeout = 1;
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info.ret = 0xdeadbeef;
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thread = CreateThread( NULL, 0, send_msg_thread, &info, 0, &tid );
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Sleep(100); /* SendMessageTimeout should timeout here */
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Sleep(100); /* SendMessageTimeout should time out here */
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wait_for_thread( thread );
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CloseHandle( thread );
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ok( info.ret == 0, "SendMessageTimeout succeeded\n" );
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@ -7908,7 +7908,7 @@ static void test_SendMessageTimeout(void)
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thread = CreateThread( NULL, 0, send_msg_thread, &info, 0, &tid );
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wait_for_thread( thread );
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CloseHandle( thread );
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/* we should timeout but still get the message */
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/* we should time out but still get the message */
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ok( info.ret == 0, "SendMessageTimeout failed\n" );
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ok_sequence( WmUser, "WmUser", FALSE );
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@ -2526,7 +2526,7 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter,
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* in max native instructions. Intel and others also offer the info in this extension but they
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* don't support GLSL (at least on Windows).
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*
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* PS2.0 requires at least 96 instructions, 2.0a/2.0b go upto 512. Assume that if the number
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* PS2.0 requires at least 96 instructions, 2.0a/2.0b go up to 512. Assume that if the number
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* of instructions is 512 or less we have to do with ps2.0 hardware.
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* 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.
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*/
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@ -2811,8 +2811,8 @@ static BOOL implementation_is_apple(WineD3D_GL_Info *gl_info) {
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* aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
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* So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
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* like client storage might be supported on other implementations too, but GL_APPLE_flush_render
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* is specific to the MacOS window management, and GL_APPLE_ycbcr_422 is a Quicktime specific, so
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* it the chance that other implementations support it is rather rare since Win32 Quicktime uses
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* is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
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* the chance that other implementations support them is rather small since Win32 QuickTime uses
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* DirectDraw, not OpenGL.
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*/
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if(gl_info->supported[APPLE_FENCE] &&
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@ -2831,7 +2831,7 @@ static BOOL implementation_is_apple(WineD3D_GL_Info *gl_info) {
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static void fixup_extensions(WineD3D_GL_Info *gl_info) {
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if(implementation_is_apple(gl_info)) {
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/* MacOS advertises more GLSL vertex shader uniforms than support on hardware, and if more are
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/* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
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* used it falls back to software. While the compiler can detect if the shader uses all declared
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* uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
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* using relative addressing falls back to software.
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@ -651,7 +651,7 @@ void shader_generate_glsl_declarations(
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shader_addline(buffer, "vec4 tmp0;\n");
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shader_addline(buffer, "vec4 tmp1;\n");
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/* Hardcodeable local constants */
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/* Hardcodable local constants */
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if(!This->baseShader.load_local_constsF) {
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LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
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float *value = (float *) lconst->value;
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@ -1581,7 +1581,7 @@ void shader_glsl_compare(SHADER_OPCODE_ARG* arg) {
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case WINED3DSIO_SLT:
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/* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
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* to return 0.0 but step returns 1.0 because step is not < x
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* An alternative is a bvec compare padded with an unused secound component.
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* An alternative is a bvec compare padded with an unused second component.
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* step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
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* issue. Playing with not() is not possible either because not() does not accept
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* a scalar.
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@ -3505,7 +3505,7 @@ static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, W
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}
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if(wasrhw) {
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/* Apply the transform matrices when switching from rhw drawing to vertex shaders. Vertex
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* shaders themselves do not need it it, but the matrices are not reapplied automatically when
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* shaders themselves do not need it, but the matrices are not reapplied automatically when
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* switching back from vertex shaders to fixed function processing. So make sure we leave the
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* fixed function vertex processing states back in a sane state before switching to shaders
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*/
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@ -3711,9 +3711,9 @@ static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT
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* Copies the current surface data from wherever it is to the requested
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* location. The location is one of the surface flags, SFLAG_INSYSMEM,
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* SFLAG_INTEXTURE and SFLAG_INDRAWABLE. When the surface is current in
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* multiple locations, the gl texture is prefered over the drawable, which is
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* prefered over system memory. The PBO counts as system memory. If rect is
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* not NULL, only the specified rectangle is copied(only supported for
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* multiple locations, the gl texture is preferred over the drawable, which is
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* preferred over system memory. The PBO counts as system memory. If rect is
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* not NULL, only the specified rectangle is copied (only supported for
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* sysmem<->drawable copies at the moment). If rect is NULL, the destination
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* location is marked up to date after the copy.
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*
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@ -1524,7 +1524,7 @@ BOOL X11DRV_wglCopyContext(HGLRC hglrcSrc, HGLRC hglrcDst, UINT mask) {
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* In case of GLX you need to specify this at context creation time but in case of WGL you
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* do this using wglShareLists which you can call after creating the context.
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* To emulate WGL we try to delay the creation of the context until wglShareLists or wglMakeCurrent.
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* Upto now that works fine.
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* Up to now that works fine.
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*
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* The delayed GLX context creation could cause issues for wglCopyContext as it might get called
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* when there is no GLX context yet. Warn the user about it and let him report a bug report.
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@ -131,7 +131,7 @@ RPCRTAPI RPC_BINDING_HANDLE RPC_ENTRY
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* Note that the prototypes for I_RpcBindingSetAsync are different for each case.
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*
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* Wine defaults to the WinNT case and only defines these function is MSWMSG is
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* defined. Defining the NT functions by default causes MIDL generated proxys
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* defined. Defining the NT functions by default causes MIDL generated proxies
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* to not compile.
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*/
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@ -374,7 +374,7 @@ static void closeKey(void)
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/******************************************************************************
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* This function is a wrapper for the setValue function. It prepares the
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* land and clean the area once completed.
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* land and cleans the area once completed.
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* Note: this function modifies the line parameter.
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*
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* line - registry file unwrapped line. Should have the registry value name and
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