Commit 4777f26d authored by Austin English's avatar Austin English Committed by Alexandre Julliard

Spelling fixes.

parent 7bb58929
......@@ -127,7 +127,7 @@ typedef struct IDirect3DVertexShader8Impl IDirect3DVertexShader8Impl;
extern CRITICAL_SECTION d3d8_cs;
/* ===========================================================================
The interfactes themselves
The interfaces themselves
=========================================================================== */
/* ---------- */
......
......@@ -1090,7 +1090,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_EndStateBlock(LPDIRECT3DDEVICE8 iface
TRACE("(%p) Relay\n", This);
/* Tell wineD3D to endstatablock before anything else (in case we run out
/* Tell wineD3D to endstateblock before anything else (in case we run out
* of memory later and cause locking problems)
*/
EnterCriticalSection(&d3d8_cs);
......@@ -1555,7 +1555,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_CreateVertexShader(LPDIRECT3DDEVICE8
HeapFree(GetProcessHeap(), 0, object);
*ppShader = 0;
} else {
/* TODO: Store the VS declarations locally so that they can be derefferenced with a value higher than VS_HIGHESTFIXEDFXF */
/* TODO: Store the VS declarations locally so that they can be dereferenced with a value higher than VS_HIGHESTFIXEDFXF */
shader_handle *handle = alloc_shader_handle(This);
if (!handle) {
ERR("Failed to allocate shader handle\n");
......
......@@ -295,7 +295,7 @@ ULONG WINAPI D3D8CB_DestroyRenderTarget(IWineD3DSurface *pSurface) {
return IDirect3DSurface8_Release((IDirect3DSurface8*) surfaceParent);
}
/* Callback for creating the inplicite swapchain when the device is created */
/* Callback for creating the implicite swapchain when the device is created */
static HRESULT WINAPI D3D8CB_CreateAdditionalSwapChain(IUnknown *device,
WINED3DPRESENT_PARAMETERS* pPresentationParameters,
IWineD3DSwapChain ** ppSwapChain){
......
......@@ -25,7 +25,7 @@
WINE_DEFAULT_DEBUG_CHANNEL(d3d8);
/* NOTE: DirectX8 doesn't export a IDirect3DStateBlock8, the interface is used internally to keep d3d8 and d3d9 as simila as possible */
/* NOTE: DirectX8 doesn't export an IDirect3DStateBlock8, the interface is used internally to keep d3d8 and d3d9 as similar as possible */
/* IDirect3DStateBlock8 IUnknown parts follow: */
static HRESULT WINAPI IDirect3DStateBlock8Impl_QueryInterface(IDirect3DStateBlock8 *iface, REFIID riid, LPVOID *ppobj) {
IDirect3DStateBlock8Impl *This = (IDirect3DStateBlock8Impl *)iface;
......
......@@ -337,8 +337,8 @@ static void test_refcount(void)
/**
* Check refcount of implicit surfaces. Findings:
* - the container is the device
* - they hold a refernce to the device
* - they are created with a refcount of 0 (Get/Release returns orignial refcount)
* - they hold a reference to the device
* - they are created with a refcount of 0 (Get/Release returns original refcount)
* - they are not freed if refcount reaches 0.
* - the refcount is not forwarded to the container.
*/
......
......@@ -268,7 +268,7 @@ static void test_private_data(IDirect3DDevice8 *device)
hr = IDirect3DSurface8_GetPrivateData(surface, &IID_IDirect3DSurface8, &ptr, &size);
ok(hr == D3D_OK, "IDirect3DSurface8_GetPrivateData failed with %08x\n", hr);
ref2 = getref((IUnknown *) device);
/* Object is NOT beein addrefed */
/* Object is NOT being addrefed */
ok(ptr == (IUnknown *) device, "Returned interface pointer is %p, expected %p\n", ptr, device);
ok(ref2 == ref + 2, "Object reference is %d, expected %d. ptr at %p, orig at %p\n", ref2, ref + 2, ptr, device);
IUnknown_Release(ptr);
......
......@@ -674,7 +674,7 @@ static void offscreen_test(IDirect3DDevice8 *device)
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
ok(hr == D3D_OK, "Clear failed, hr = %#08x\n", hr);
/* Draw without textures - Should resut in a white quad */
/* Draw without textures - Should result in a white quad */
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0]));
ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
......
......@@ -129,7 +129,7 @@ extern CRITICAL_SECTION d3d9_cs;
_pD3D9Caps->MaxPixelShader30InstructionSlots = _pWineCaps->MaxPixelShader30InstructionSlots;
/* ===========================================================================
D3D9 interfactes
D3D9 interfaces
=========================================================================== */
/* ---------- */
......
......@@ -168,7 +168,7 @@ HRESULT WINAPI IDirect3DDevice9Impl_EndStateBlock(LPDIRECT3DDEVICE9EX iface, I
TRACE("(%p) Relay\n", This);
/* Tell wineD3D to endstatablock before anything else (in case we run out
/* Tell wineD3D to endstateblock before anything else (in case we run out
* of memory later and cause locking problems)
*/
EnterCriticalSection(&d3d9_cs);
......
......@@ -356,8 +356,8 @@ static void test_refcount(void)
/**
* Check refcount of implicit surfaces and implicit swapchain. Findings:
* - the container is the device OR swapchain
* - they hold a refernce to the device
* - they are created with a refcount of 0 (Get/Release returns orignial refcount)
* - they hold a reference to the device
* - they are created with a refcount of 0 (Get/Release returns original refcount)
* - they are not freed if refcount reaches 0.
* - the refcount is not forwarded to the container.
*/
......@@ -1921,7 +1921,7 @@ static void test_display_formats()
{
/* Direct3D9 offers 4 display formats R5G6B5, X1R5G5B5, X8R8G8B8 and A2R10G10B10.
* Next to these there are 6 different backbuffer formats. Only a fixed number of
* mixings are possible in FULLSCREEN mode. In windowed mode more combinations are
* combinations are possible in FULLSCREEN mode. In windowed mode more combinations are
* allowed due to depth conversion and this is likely driver dependent.
* This test checks which combinations are possible in fullscreen mode and this should not be driver dependent.
* TODO: handle A2R10G10B10 but what hardware supports it? Parhelia? It is very rare. */
......
......@@ -363,7 +363,7 @@ static void test_private_data(IDirect3DDevice9 *device)
hr = IDirect3DSurface9_GetPrivateData(surface, &IID_IDirect3DSurface9, &ptr, &size);
ok(hr == D3D_OK, "IDirect3DSurface9_GetPrivateData failed with %08x\n", hr);
ref2 = getref((IUnknown *) device);
/* Object is NOT beein addrefed */
/* Object is NOT being addrefed */
ok(ptr == (IUnknown *) device, "Returned interface pointer is %p, expected %p\n", ptr, device);
ok(ref2 == ref + 2, "Object reference is %d, expected %d. ptr at %p, orig at %p\n", ref2, ref + 2, ptr, device);
IUnknown_Release(ptr);
......
......@@ -1040,7 +1040,7 @@ static void test_cube_wrap(IDirect3DDevice9 *device)
/* Due to the nature of this test, we sample essentially at the edge
* between two faces. Because of this it's undefined from which face
* the driver will sample. Furtunately that's not important for this
* the driver will sample. Fortunately that's not important for this
* test, since all we care about is that it doesn't sample from the
* other side of the surface or from the border. */
color = getPixelColor(device, 320, 240);
......@@ -1121,7 +1121,7 @@ static void offscreen_test(IDirect3DDevice9 *device)
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
ok(hr == D3D_OK, "Clear failed, hr = %s\n", DXGetErrorString9(hr));
/* Draw without textures - Should resut in a white quad */
/* Draw without textures - Should result in a white quad */
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0]));
ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %s\n", DXGetErrorString9(hr));
......@@ -1542,7 +1542,7 @@ static void texbem_test(IDirect3DDevice9 *device)
D3DDECL_END()
} };
/* use assymetric matrix to test loading */
/* use asymmetric matrix to test loading */
float bumpenvmat[4] = {0.0,0.5,-0.5,0.0};
IDirect3DVertexDeclaration9 *vertex_declaration = NULL;
......@@ -6916,7 +6916,7 @@ static void vFace_register_test(IDirect3DDevice9 *device)
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLELIST, 4, quad, sizeof(float) * 3);
ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%s\n", DXGetErrorString9(hr));
/* Blit the texture ontp the back buffer to make it visible */
/* Blit the texture onto the back buffer to make it visible */
hr = IDirect3DDevice9_SetPixelShader(device, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed, hr=%s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture);
......@@ -6974,7 +6974,7 @@ static void fixed_function_bumpmap_test(IDirect3DDevice9 *device)
D3DDECL_END()
};
/* use assymetric matrix to test loading */
/* use asymmetric matrix to test loading */
float bumpenvmat[4] = {0.0,0.5,-0.5,0.0};
IDirect3DVertexDeclaration9 *vertex_declaration = NULL;
......
......@@ -536,7 +536,7 @@ static void D3DXPlaneTest(void)
expectedvec.x = 20.0f/3.0f; expectedvec.y = 17.0f/3.0f; expectedvec.z = 14.0f/3.0f;
D3DXPlaneIntersectLine(&gotvec,&plane,&vec1,&vec2);
expect_vec3(expectedvec, gotvec);
/* Test a parallele line */
/* Test a parallel line */
vec1.x = 11.0f; vec1.y = 13.0f; vec1.z = 15.0f;
vec2.x = 17.0f; vec2.y = 31.0f; vec2.z = 24.0f;
expectedvec.x = 20.0f/3.0f; expectedvec.y = 17.0f/3.0f; expectedvec.z = 14.0f/3.0f;
......
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