wined3d: Various spelling fixes.

This commit is contained in:
Lei Zhang 2007-06-05 15:21:08 -07:00 committed by Alexandre Julliard
parent ad57c70a6c
commit f00670df61

View file

@ -457,7 +457,7 @@ void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface) {
TRACE("(%p)Checking to see if the container is a base texture\n", This);
if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
TRACE("Passing to conatiner\n");
TRACE("Passing to container\n");
IWineD3DBaseTexture_PreLoad(baseTexture);
IWineD3DBaseTexture_Release(baseTexture);
} else {
@ -570,7 +570,7 @@ void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor *
/* TODO: think about moving this down to resource? */
const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface) {
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
/* This should only be called for sysmem textures, it may be a good idea to extend this to all pools at some point in the futture */
/* This should only be called for sysmem textures, it may be a good idea to extend this to all pools at some point in the future */
if (This->resource.pool != WINED3DPOOL_SYSTEMMEM) {
FIXME(" (%p)Attempting to get system memory for a non-system memory texture\n", iface);
}
@ -753,7 +753,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED
This->lockCount++;
/* MAXLOCKCOUNT is defined in wined3d_private.h */
if(This->lockCount > MAXLOCKCOUNT) {
TRACE("Surface is locked regularily, not freeing the system memory copy any more\n");
TRACE("Surface is locked regularly, not freeing the system memory copy any more\n");
This->Flags |= SFLAG_DYNLOCK;
}
}
@ -855,7 +855,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED
FIXME("Depth stencil locking not supported yet\n");
} else {
/* This path is for normal surfaces, offscreen render targets and everything else that is in a gl texture */
TRACE("locking an ordinarary surface\n");
TRACE("locking an ordinary surface\n");
if (0 != This->glDescription.textureName) {
/* Now I have to copy thing bits back */
@ -2147,7 +2147,7 @@ HRESULT WINAPI IWineD3DSurfaceImpl_SaveSnapshot(IWineD3DSurface *iface, const ch
ERR("opening of %s failed with: %s\n", filename, strerror(errno));
return WINED3DERR_INVALIDCALL;
}
/* Save the dat out to a TGA file because 1: it's an easy raw format, 2: it supports an alpha chanel*/
/* Save the dat out to a TGA file because 1: it's an easy raw format, 2: it supports an alpha channel*/
TRACE("(%p) opened %s with format %s\n", This, filename, debug_d3dformat(This->resource.format));
/* TGA header */
fputc(0,f);
@ -2221,7 +2221,7 @@ extern HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, C
This->dirtyRect.top, This->dirtyRect.right, This->dirtyRect.bottom);
/* if the container is a basetexture then mark it dirty. */
if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
TRACE("Passing to conatiner\n");
TRACE("Passing to container\n");
IWineD3DBaseTexture_SetDirty(baseTexture, TRUE);
IWineD3DBaseTexture_Release(baseTexture);
}
@ -2246,11 +2246,11 @@ HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORM
const PixelFormatDesc *formatEntry = getFormatDescEntry(format);
if (This->resource.format != WINED3DFMT_UNKNOWN) {
FIXME("(%p) : The foramt of the surface must be WINED3DFORMAT_UNKNOWN\n", This);
FIXME("(%p) : The format of the surface must be WINED3DFORMAT_UNKNOWN\n", This);
return WINED3DERR_INVALIDCALL;
}
TRACE("(%p) : Setting texture foramt to (%d,%s)\n", This, format, debug_d3dformat(format));
TRACE("(%p) : Setting texture format to (%d,%s)\n", This, format, debug_d3dformat(format));
if (format == WINED3DFMT_UNKNOWN) {
This->resource.size = 0;
} else if (format == WINED3DFMT_DXT1) {
@ -2420,10 +2420,10 @@ static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3D
} else {
UINT yoffset = Src->currentDesc.Height - srect->y1 + drect->y1 - 1;
/* I have to process this row by row to swap the image,
* otherwise it would be upside down, so streching in y direction
* otherwise it would be upside down, so stretching in y direction
* doesn't cost extra time
*
* However, streching in x direction can be avoided if not necessary
* However, stretching in x direction can be avoided if not necessary
*/
for(row = drect->y1; row < drect->y2; row++) {
if( (xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) {
@ -2763,7 +2763,7 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *
* untouched. Therefore it's necessary to override the swap effect
* and to set it back after the flip.
*
* Windowed Direct3D < 7 apps do the same. The D3D7 sdk demso are nice
* Windowed Direct3D < 7 apps do the same. The D3D7 sdk demos are nice
* testcases.
*/
@ -2807,7 +2807,7 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *
IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_SAMPLER(0));
IWineD3DSurface_PreLoad((IWineD3DSurface *) This);
/* Make sure that the top pixel is always above the bottom pixel, and keep a seperate upside down flag
/* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
* glCopyTexSubImage is a bit picky about the parameters we pass to it
*/
if(SrcRect) {
@ -2919,7 +2919,7 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *
*
* Just modify the color keying parameters in the surface and restore them afterwards
* The surface keeps track of the color key last used to load the opengl surface.
* PreLoad will catch the change to the flags and color key and reload if neccessary.
* PreLoad will catch the change to the flags and color key and reload if necessary.
*/
if(Flags & WINEDDBLT_KEYSRC) {
/* Use color key from surface */
@ -3416,7 +3416,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
if ((This->pow2Width > GL_LIMITS(texture_size) || This->pow2Height > GL_LIMITS(texture_size)) && !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL))) {
/* one of three options
1: Do the same as we do with nonpow 2 and scale the texture, (any texture ops would require the texture to be scaled which is potentially slow)
2: Set the texture to the maxium size (bad idea)
2: Set the texture to the maximum size (bad idea)
3: WARN and return WINED3DERR_NOTAVAILABLE;
4: Create the surface, but allow it to be used only for DirectDraw Blts. Some apps(e.g. Swat 3) create textures with a Height of 16 and a Width > 3000 and blt 16x16 letter areas from them to the render target.
*/