d3d11/tests: Fix the spelling of a couple of comments.

Signed-off-by: Francois Gouget <fgouget@free.fr>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Francois Gouget 2022-02-14 13:58:17 +01:00 committed by Alexandre Julliard
parent 0cdbbd2913
commit 6c25edfe24

View file

@ -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)
{