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wine
wine-winehq
Commits
5f7a9cea
Commit
5f7a9cea
authored
Dec 07, 2007
by
Francois Gouget
Committed by
Alexandre Julliard
Dec 07, 2007
Browse files
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Plain Diff
Assorted spelling fixes.
parent
1c7787e6
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Showing
10 changed files
with
17 additions
and
17 deletions
+17
-17
visual.c
dlls/d3d9/tests/visual.c
+1
-1
thread.c
dlls/kernel32/thread.c
+1
-1
msg.c
dlls/user32/tests/msg.c
+2
-2
directx.c
dlls/wined3d/directx.c
+4
-4
glsl_shader.c
dlls/wined3d/glsl_shader.c
+2
-2
state.c
dlls/wined3d/state.c
+1
-1
surface.c
dlls/wined3d/surface.c
+3
-3
opengl.c
dlls/winex11.drv/opengl.c
+1
-1
rpcdcep.h
include/rpcdcep.h
+1
-1
regproc.c
programs/regedit/regproc.c
+1
-1
No files found.
dlls/d3d9/tests/visual.c
View file @
5f7a9cea
...
...
@@ -22,7 +22,7 @@
*
* However, neither d3d nor opengl is guaranteed to be pixel exact, and thus the capability of this test
* is rather limited. As a general guideline for adding tests, do not rely on corner pixels. Draw a big enough
* area which shows specific behavior(like a quad on the whole screen), and try to get resulting colos with
* area which shows specific behavior(like a quad on the whole screen), and try to get resulting colo
r
s with
* all bits set or unset in all channels(like pure red, green, blue, white, black). Hopefully everything that
* causes visible results in games can be tested in a way that does not depend on pixel exactness
*/
...
...
dlls/kernel32/thread.c
View file @
5f7a9cea
...
...
@@ -524,7 +524,7 @@ BOOL WINAPI GetThreadTimes(
* Retrieve the identifier of a thread.
*
* PARAMS
* Thread [I] The thread to retrive the identifier of.
* Thread [I] The thread to retri
e
ve the identifier of.
*
* RETURNS
* Success: Identifier of the target thread.
...
...
dlls/user32/tests/msg.c
View file @
5f7a9cea
...
...
@@ -7866,7 +7866,7 @@ static void test_SendMessageTimeout(void)
info
.
timeout
=
1
;
info
.
ret
=
0xdeadbeef
;
thread
=
CreateThread
(
NULL
,
0
,
send_msg_thread
,
&
info
,
0
,
&
tid
);
Sleep
(
100
);
/* SendMessageTimeout should timeout here */
Sleep
(
100
);
/* SendMessageTimeout should time
out here */
wait_for_thread
(
thread
);
CloseHandle
(
thread
);
ok
(
info
.
ret
==
0
,
"SendMessageTimeout succeeded
\n
"
);
...
...
@@ -7908,7 +7908,7 @@ static void test_SendMessageTimeout(void)
thread
=
CreateThread
(
NULL
,
0
,
send_msg_thread
,
&
info
,
0
,
&
tid
);
wait_for_thread
(
thread
);
CloseHandle
(
thread
);
/* we should timeout but still get the message */
/* we should time
out but still get the message */
ok
(
info
.
ret
==
0
,
"SendMessageTimeout failed
\n
"
);
ok_sequence
(
WmUser
,
"WmUser"
,
FALSE
);
...
...
dlls/wined3d/directx.c
View file @
5f7a9cea
...
...
@@ -2526,7 +2526,7 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter,
* in max native instructions. Intel and others also offer the info in this extension but they
* don't support GLSL (at least on Windows).
*
* PS2.0 requires at least 96 instructions, 2.0a/2.0b go upto 512. Assume that if the number
* PS2.0 requires at least 96 instructions, 2.0a/2.0b go up
to 512. Assume that if the number
* of instructions is 512 or less we have to do with ps2.0 hardware.
* 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.
*/
...
...
@@ -2811,8 +2811,8 @@ static BOOL implementation_is_apple(WineD3D_GL_Info *gl_info) {
* aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
* So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
* like client storage might be supported on other implementations too, but GL_APPLE_flush_render
* is specific to the Mac
OS window management, and GL_APPLE_ycbcr_422 is a Quicktime specific, s
o
*
it the chance that other implementations support it is rather rare since Win32 Quickt
ime uses
* is specific to the Mac
OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. S
o
*
the chance that other implementations support them is rather small since Win32 QuickT
ime uses
* DirectDraw, not OpenGL.
*/
if
(
gl_info
->
supported
[
APPLE_FENCE
]
&&
...
...
@@ -2831,7 +2831,7 @@ static BOOL implementation_is_apple(WineD3D_GL_Info *gl_info) {
static
void
fixup_extensions
(
WineD3D_GL_Info
*
gl_info
)
{
if
(
implementation_is_apple
(
gl_info
))
{
/* MacOS advertises more GLSL vertex shader uniforms than support
on
hardware, and if more are
/* MacOS advertises more GLSL vertex shader uniforms than support
ed by the
hardware, and if more are
* used it falls back to software. While the compiler can detect if the shader uses all declared
* uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
* using relative addressing falls back to software.
...
...
dlls/wined3d/glsl_shader.c
View file @
5f7a9cea
...
...
@@ -651,7 +651,7 @@ void shader_generate_glsl_declarations(
shader_addline
(
buffer
,
"vec4 tmp0;
\n
"
);
shader_addline
(
buffer
,
"vec4 tmp1;
\n
"
);
/* Hardcod
e
able local constants */
/* Hardcodable local constants */
if
(
!
This
->
baseShader
.
load_local_constsF
)
{
LIST_FOR_EACH_ENTRY
(
lconst
,
&
This
->
baseShader
.
constantsF
,
local_constant
,
entry
)
{
float
*
value
=
(
float
*
)
lconst
->
value
;
...
...
@@ -1581,7 +1581,7 @@ void shader_glsl_compare(SHADER_OPCODE_ARG* arg) {
case
WINED3DSIO_SLT
:
/* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
* to return 0.0 but step returns 1.0 because step is not < x
* An alternative is a bvec compare padded with an unused seco
u
nd component.
* An alternative is a bvec compare padded with an unused second component.
* step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
* issue. Playing with not() is not possible either because not() does not accept
* a scalar.
...
...
dlls/wined3d/state.c
View file @
5f7a9cea
...
...
@@ -3505,7 +3505,7 @@ static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, W
}
if
(
wasrhw
)
{
/* Apply the transform matrices when switching from rhw drawing to vertex shaders. Vertex
* shaders themselves do not need it
it
, but the matrices are not reapplied automatically when
* shaders themselves do not need it, but the matrices are not reapplied automatically when
* switching back from vertex shaders to fixed function processing. So make sure we leave the
* fixed function vertex processing states back in a sane state before switching to shaders
*/
...
...
dlls/wined3d/surface.c
View file @
5f7a9cea
...
...
@@ -3711,9 +3711,9 @@ static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT
* Copies the current surface data from wherever it is to the requested
* location. The location is one of the surface flags, SFLAG_INSYSMEM,
* SFLAG_INTEXTURE and SFLAG_INDRAWABLE. When the surface is current in
* multiple locations, the gl texture is prefered over the drawable, which is
* prefered over system memory. The PBO counts as system memory. If rect is
* not NULL, only the specified rectangle is copied(only supported for
* multiple locations, the gl texture is prefer
r
ed over the drawable, which is
* prefer
r
ed over system memory. The PBO counts as system memory. If rect is
* not NULL, only the specified rectangle is copied
(only supported for
* sysmem<->drawable copies at the moment). If rect is NULL, the destination
* location is marked up to date after the copy.
*
...
...
dlls/winex11.drv/opengl.c
View file @
5f7a9cea
...
...
@@ -1524,7 +1524,7 @@ BOOL X11DRV_wglCopyContext(HGLRC hglrcSrc, HGLRC hglrcDst, UINT mask) {
* In case of GLX you need to specify this at context creation time but in case of WGL you
* do this using wglShareLists which you can call after creating the context.
* To emulate WGL we try to delay the creation of the context until wglShareLists or wglMakeCurrent.
* Upto now that works fine.
* Up
to now that works fine.
*
* The delayed GLX context creation could cause issues for wglCopyContext as it might get called
* when there is no GLX context yet. Warn the user about it and let him report a bug report.
...
...
include/rpcdcep.h
View file @
5f7a9cea
...
...
@@ -131,7 +131,7 @@ RPCRTAPI RPC_BINDING_HANDLE RPC_ENTRY
* Note that the prototypes for I_RpcBindingSetAsync are different for each case.
*
* Wine defaults to the WinNT case and only defines these function is MSWMSG is
* defined. Defining the NT functions by default causes MIDL generated prox
y
s
* defined. Defining the NT functions by default causes MIDL generated prox
ie
s
* to not compile.
*/
...
...
programs/regedit/regproc.c
View file @
5f7a9cea
...
...
@@ -374,7 +374,7 @@ static void closeKey(void)
/******************************************************************************
* This function is a wrapper for the setValue function. It prepares the
* land and clean the area once completed.
* land and clean
s
the area once completed.
* Note: this function modifies the line parameter.
*
* line - registry file unwrapped line. Should have the registry value name and
...
...
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