Commit ce4d0331 authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Fix some spelling errors.

parent 50a87e23
...@@ -3402,7 +3402,7 @@ static BOOL gen_yv12_read(SHADER_BUFFER *buffer, GLenum textype, char *luminance ...@@ -3402,7 +3402,7 @@ static BOOL gen_yv12_read(SHADER_BUFFER *buffer, GLenum textype, char *luminance
shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n"); shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex); shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
} else { } else {
/* Reading from texture_rectangles is pretty streightforward, just use the unmodified /* Reading from texture_rectangles is pretty straightforward, just use the unmodified
* texture coordinate. It is still a good idea to clamp it though, since the opengl texture * texture coordinate. It is still a good idea to clamp it though, since the opengl texture
* is bigger * is bigger
*/ */
...@@ -3446,7 +3446,7 @@ static GLuint gen_yuv_shader(IWineD3DDeviceImpl *device, enum yuv_fixup yuv_fixu ...@@ -3446,7 +3446,7 @@ static GLuint gen_yuv_shader(IWineD3DDeviceImpl *device, enum yuv_fixup yuv_fixu
* contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus * contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
* take the format into account when generating the read swizzles * take the format into account when generating the read swizzles
* *
* Reading the Y value is streightforward - just sample the texture. The hardware * Reading the Y value is straightforward - just sample the texture. The hardware
* takes care of filtering in the horizontal and vertical direction. * takes care of filtering in the horizontal and vertical direction.
* *
* Reading the U and V values is harder. We have to avoid filtering horizontally, * Reading the U and V values is harder. We have to avoid filtering horizontally,
......
...@@ -328,7 +328,7 @@ static inline BOOL IWineD3DVertexBufferImpl_FindDecl(IWineD3DVertexBufferImpl *T ...@@ -328,7 +328,7 @@ static inline BOOL IWineD3DVertexBufferImpl_FindDecl(IWineD3DVertexBufferImpl *T
* depend on the semantic as well, for example a FLOAT4 texcoord needs no conversion while a FLOAT4 positiont needs one * depend on the semantic as well, for example a FLOAT4 texcoord needs no conversion while a FLOAT4 positiont needs one
*/ */
if(use_vs(device)) { if(use_vs(device)) {
TRACE("vhsader\n"); TRACE("vshader\n");
/* If the current vertex declaration is marked for no half float conversion don't bother to /* If the current vertex declaration is marked for no half float conversion don't bother to
* analyse the strided streams in depth, just set them up for no conversion. Return decl changed * analyse the strided streams in depth, just set them up for no conversion. Return decl changed
* if we used conversion before * if we used conversion before
......
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