Commit 28dc5a8a authored by Francois Gouget's avatar Francois Gouget Committed by Alexandre Julliard

Assorted spelling fixes.

parent 50f77330
......@@ -104,7 +104,7 @@ NTSTATUS WINAPI LsaClose(IN LSA_HANDLE ObjectHandle)
* PolicyHandle [I] Handle to a Policy object.
* EnumerationContext [I] Pointer to an enumeration handle.
* Buffer [O] Contains the names and SIDs of trusted domains.
* PreferedMaximumLength [I] Prefered maximum size in bytes of Buffer.
* PreferredMaximumLength[I] Preferred maximum size in bytes of Buffer.
* CountReturned [O] Number of elements in Buffer.
*
* RETURNS
......@@ -121,11 +121,11 @@ NTSTATUS WINAPI LsaEnumerateTrustedDomains(
IN LSA_HANDLE PolicyHandle,
IN PLSA_ENUMERATION_HANDLE EnumerationContext,
OUT PVOID* Buffer,
IN ULONG PreferedMaximumLength,
IN ULONG PreferredMaximumLength,
OUT PULONG CountReturned)
{
FIXME("(%p,%p,%p,0x%08lx,%p) stub\n", PolicyHandle, EnumerationContext,
Buffer, PreferedMaximumLength, CountReturned);
Buffer, PreferredMaximumLength, CountReturned);
if (CountReturned) *CountReturned = 0;
return STATUS_SUCCESS;
......
......@@ -284,7 +284,7 @@ static void test_dpa(void)
todo_wine ok(j+1 == i, "j=%d i=%d\n", j, i);
}
/* Try to get the index of a non-existent item */
/* Try to get the index of a nonexistent item */
i = pDPA_GetPtrIndex(dpa, (PVOID)7);
ok(i == DPA_ERR, "i=%d\n", i);
......
......@@ -4608,7 +4608,7 @@ HRESULT WINAPI IDirect3DDevice8Impl_ActiveRender(LPDIRECT3DDEVICE8 iface,
vcheckGLcall("glFlush");
#ifdef EXTRA_TRACES
/** very very usefull debug code */
/** very very useful debug code */
glXSwapBuffers(This->display, This->drawable);
printf("Hit Enter to get next frame ...\n");
getchar();
......
......@@ -138,13 +138,15 @@ HRESULT WINAPI IDirect3DDevice9Impl_EndStateBlock(LPDIRECT3DDEVICE9 iface, IDi
TRACE("(%p) Relay\n", This);
/*Tell wineD3D to endstatablock before anything else (incase we run out of memory later and cause locking problems)*/
/* Tell wineD3D to endstatablock before anything else (in case we run out
* of memory later and cause locking problems)
*/
hr=IWineD3DDevice_EndStateBlock(This->WineD3DDevice,&wineD3DStateBlock);
if(hr!= D3D_OK){
FIXME("IWineD3DDevice_EndStateBlock returned an error\n");
return hr;
}
/*allocate a new IDirectD3DStateBlock*/
/* allocate a new IDirectD3DStateBlock */
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY ,sizeof(IDirect3DStateBlock9Impl));
object->ref = 1;
object->lpVtbl = &Direct3DStateBlock9_Vtbl;
......
......@@ -476,7 +476,7 @@ static void DoDXTCDecompression(const DDSURFACEDESC2 *sdesc, const DDSURFACEDESC
*((DWORD*)(dst+y*pitch+x*(is16?2:4))) = pixel;
}
}
#if 0 /* Usefull for debugging */
#if 0 /* Useful for debugging */
{
static int idx;
char texname[255];
......
......@@ -117,7 +117,7 @@ static HRESULT WINAPI IDirectMusicTempoTrack_IDirectMusicTrack_InitPlay (LPDIREC
ERR(": no more memory\n");
return E_OUTOFMEMORY;
}
/** TODO real fill usefull datas */
/** TODO real fill useful datas */
pState->dummy = 0;
*ppStateData = pState;
return S_OK;
......
......@@ -743,7 +743,7 @@ UINT SHELL_FindExecutable(LPCWSTR lpPath, LPCWSTR lpFile, LPCWSTR lpOperation,
/******************************************************************
* dde_cb
*
* callback for the DDE connection. not really usefull
* callback for the DDE connection. not really useful
*/
static HDDEDATA CALLBACK dde_cb(UINT uType, UINT uFmt, HCONV hConv,
HSZ hsz1, HSZ hsz2, HDDEDATA hData,
......
......@@ -131,8 +131,8 @@ static void test_EnumObjects(IShellFolder *iFolder)
hr = IShellFolder_EnumObjects(iFolder, NULL, SHCONTF_FOLDERS | SHCONTF_NONFOLDERS | SHCONTF_INCLUDEHIDDEN, &iEnumList);
ok(hr == S_OK, "EnumObjects failed %08lx\n", hr);
/* This is to show that, contrary to what is said on MSDN on IEnumIDList::Next,
* the filesystem shellfolders return S_OK even if less then 'celt' items are
/* This is to show that, contrary to what is said on MSDN, on IEnumIDList::Next,
* the filesystem shellfolders return S_OK even if less than 'celt' items are
* returned (in contrast to S_FALSE). We have to do it in a loop since WinXP
* only ever returns a single entry per call. */
while (IEnumIDList_Next(iEnumList, 10-i, &idlArr[i], &NumPIDLs) == S_OK)
......
......@@ -1582,8 +1582,8 @@ HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, D3DDEV
IWineD3DStateBlock_AddRef((IWineD3DStateBlock*)object->updateStateBlock);
/* Setup surfaces for the backbuffer, frontbuffer and depthstencil buffer */
/* Setup the implicite swapchain */
TRACE("Creating implicite swapchain\n");
/* Setup the implicit swapchain */
TRACE("Creating implicit swapchain\n");
if (D3D_OK == D3DCB_CreateAdditionalSwapChain((IUnknown *) object->parent, pPresentationParameters, (IWineD3DSwapChain **)&swapchain) && swapchain != NULL) {
......
......@@ -430,7 +430,7 @@ void primitiveDeclarationConvertToStridedData(IWineD3DDevice *iface, Direct3DVer
break;
case D3DDECLUSAGE_TEXCOORD:
/* For some odd reason Microsoft desided to sum usage accross all the streams,
/* For some odd reason Microsoft decided to sum usage accross all the streams,
which means we need to do a count and not just use the usage number */
strided->u.s.texCoords[textureNo].lpData = data;
......@@ -451,9 +451,9 @@ void primitiveDeclarationConvertToStridedData(IWineD3DDevice *iface, Direct3DVer
TRACE("Tangents\n");
break;
case D3DDECLUSAGE_BINORMAL:
/* Binormals are really bitangents perpendicular to the normal but s-aligned to the tangent, basicly they are the vectors of any two lines on the plain at right angles to the normal and at right angles to each other, like the x,y,z axis.
tangent data makes it easier to perform some calcualtions (a bit like using 2d graph paper instead of the normal of the piece of paper)
The only thing they are usefull for in fixed function would be working out normals when none are give.
/* Binormals are really bitangents perpendicular to the normal but s-aligned to the tangent, basically they are the vectors of any two lines on the plain at right angles to the normal and at right angles to each other, like the x,y,z axis.
tangent data makes it easier to perform some calculations (a bit like using 2d graph paper instead of the normal of the piece of paper)
The only thing they are useful for in fixed function would be working out normals when none are given.
*/
#if 0
strided->u.s.binormal.lpData = data;
......@@ -464,7 +464,7 @@ void primitiveDeclarationConvertToStridedData(IWineD3DDevice *iface, Direct3DVer
TRACE("BI-Normal\n");
break;
case D3DDECLUSAGE_TESSFACTOR:
/* a google for D3DDECLUSAGE_TESSFACTOR turns up a wopping 36 entries, 7 of which are from MSDN.
/* a google for D3DDECLUSAGE_TESSFACTOR turns up a whopping 36 entries, 7 of which are from MSDN.
*/
#if 0
strided->u.s.tessFacrot.lpData = data;
......
......@@ -377,7 +377,7 @@ should really perform a delta so that only the changes get updated*/
/* FIXME: Texture are set against samplers... not just TextureStages */
/* Texture */
for (j = 0; j < GL_LIMITS(textures); j++) { /* Set The texture first, just incase it resets the states? */
for (j = 0; j < GL_LIMITS(textures); j++) { /* Set The texture first, just in case it resets the states? */
if (This->set.textures[j] && This->changed.textures[j]) {
IWineD3DDevice_SetTexture(pDevice, j, This->textures[j]);
}
......
......@@ -308,14 +308,14 @@ HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, D3DLOCKED_RE
/* Here's what we have to do:
See if the swapchain has the same context as the renderTarget or the surface is the render target.
Otherwise, see if were sharing a context with the implicite swapchain (because were using a shared context model!)
and use the fron back buffer as required.
Otherwise, see if were sharing a context with the implicit swapchain (because we're using a shared context model!)
and use the front back buffer as required.
if not, we need to switch contexts and then switchback at the end.
*/
IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
IWineD3DSurface_GetContainer(myDevice->renderTarget, &IID_IWineD3DSwapChain, (void **)&targetSwapChain);
/* NOTE: In a shared context environment the renderTarget will use the same context as the implicite swapchain (we're not in a shared environment yet! */
/* NOTE: In a shared context environment the renderTarget will use the same context as the implicit swapchain (we're not in a shared environment yet! */
if ((swapchain == targetSwapChain && targetSwapChain != NULL) || iface == myDevice->renderTarget) {
if (iface == myDevice->renderTarget || iface == swapchain->backBuffer) {
TRACE("locking back buffer\n");
......@@ -333,7 +333,7 @@ HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, D3DLOCKED_RE
IWineD3DSwapChainImpl *implSwapChain;
IWineD3DDevice_GetSwapChain((IWineD3DDevice *)myDevice, 0, (IWineD3DSwapChain **)&implSwapChain);
if (swapchain->glCtx == implSwapChain->render_ctx && swapchain->drawable == implSwapChain->win) {
/* This will fail for the implicite swapchain, which is why there needs to be a context manager */
/* This will fail for the implicit swapchain, which is why there needs to be a context manager */
if (iface == swapchain->backBuffer) {
glReadBuffer(GL_BACK);
}else if (iface == swapchain->frontBuffer) {
......@@ -376,8 +376,8 @@ HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, D3DLOCKED_RE
GLenum format = D3DFmt2GLFmt(myDevice, This->resource.format);
GLenum type = D3DFmt2GLType(myDevice, This->resource.format);
#if 0
/* Bizarly it's takes 120 millseconds to get an 800x600 region a line at a time, but only 10 to get the whole lot every time,
* This is on an ATI9600, and may be format dependant, anyhow this hack makes this demo dx9_2d_demo_game
/* Bizarly it takes 120 millseconds to get an 800x600 region a line at a time, but only 10 to get the whole lot every time,
* This is on an ATI9600, and may be format dependent, anyhow this hack makes this demo dx9_2d_demo_game
* run ten times faster!
* ************************************/
BOOL ati_performance_hack = FALSE;
......
......@@ -145,7 +145,7 @@ HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CONST REC
FIXME("Unable to render to a destination window %d\n", (int)hDestWindowOverride );
if(This == swapChainImpl){
/* FIXME: this will be fixed by moving to a context management system */
FIXME("Cannot change the target of the implicite swapchain\n");
FIXME("Cannot change the target of the implicit swapchain\n");
}else{
HDC hDc;
XVisualInfo template;
......@@ -178,7 +178,7 @@ HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CONST REC
LEAVE_GL();
return D3DERR_NOTAVAILABLE;
}
/* Now we have problems? well not really we just need to know what the implicite context is */
/* Now we have problems? well not really we just need to know what the implicit context is */
/* now destroy the old context and create a new one (we should really copy the buffers over, and do the whole make current thing! */
/* destroy the active context?*/
TRACE("Creating new context for %p %p %p\n",This->display, This->visInfo, swapChainImpl->glCtx);
......@@ -189,7 +189,7 @@ HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CONST REC
}
This->drawable = This->win;
This->render_ctx = This->glCtx;
/* SEtup some default states TODO: apply the stateblock to the new context */
/* Setup some default states TODO: apply the stateblock to the new context */
/** save current context and drawable **/
currentContext = glXGetCurrentContext();
currentDrawable = glXGetCurrentDrawable();
......@@ -327,7 +327,7 @@ HRESULT WINAPI IWineD3DSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface
TRACE("(%p) : iface(%p) pDestSurface(%p) \n", This, iface, pDestSurface);
ENTER_GL();
/* check to see if it's the backbuffer or the frontbuffer being requested (to make sureteh data is upto date) */
/* check to see if it's the backbuffer or the frontbuffer being requested (to make sure the data is up to date) */
format = D3DFmt2GLFmt(This->wineD3DDevice, surface->resource.format);
type = D3DFmt2GLType(This->wineD3DDevice, surface->resource.format);
glReadBuffer(GL_FRONT);
......
......@@ -340,7 +340,7 @@ IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface;
#if 0 /* TODO: This looks like overkill so I've removed it. */
{
D3DVERTEXELEMENT9* pIt = This->pDeclaration9;
TRACE("dumping of D3D9 Convertion:\n");
TRACE("dumping of D3D9 Conversion:\n");
while (0xFF != pIt->Stream) {
IWineD3DVertexDeclarationImpl_ParseToken9(pIt);
++pIt;
......
......@@ -32,7 +32,7 @@ mode. \fBwinedbg\fR will act as the front end for the user.
.IP \fB--auto\fR
This mode is used when \fBwinedbg\fR is setup in \fIAeDebug\fR
registry entry as the default debugger. \fBwinedbg\fR will then
display basic information about a crash. This is usefull for users
display basic information about a crash. This is useful for users
who don't want to debug a crash, but rather gather relevant
information about the crash to be sent to developers.
.IP \fB--gdb\fR
......@@ -45,7 +45,7 @@ Only the \fBgdb\fR proxy mode allows some options:
.PP
.IP \fI--no-start\fR \fBgdb\fR will not be automatically
started. Relevant information for starting \fBgdb\fR are printed on
screen. This is somehow usefull when not directly using \fBgdb\fR but
screen. This is somehow useful when not directly using \fBgdb\fR but
some graphical front-ends, like \fBddd\fR or \fBkgbd\fR.
.IP \fI--with-xterm\fR
This will run \fBgdb\fR in its own xterm instead of using the current
......
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