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wine
wine-winehq
Commits
ce4d0331
Commit
ce4d0331
authored
Dec 09, 2008
by
Henri Verbeet
Committed by
Alexandre Julliard
Dec 09, 2008
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Plain Diff
wined3d: Fix some spelling errors.
parent
50a87e23
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2 changed files
with
3 additions
and
3 deletions
+3
-3
arb_program_shader.c
dlls/wined3d/arb_program_shader.c
+2
-2
vertexbuffer.c
dlls/wined3d/vertexbuffer.c
+1
-1
No files found.
dlls/wined3d/arb_program_shader.c
View file @
ce4d0331
...
@@ -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 str
e
ightforward, just use the unmodified
/* Reading from texture_rectangles is pretty str
a
ightforward, 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 str
e
ightforward - just sample the texture. The hardware
* Reading the Y value is str
a
ightforward - 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,
...
...
dlls/wined3d/vertexbuffer.c
View file @
ce4d0331
...
@@ -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
(
"v
hs
ader
\n
"
);
TRACE
(
"v
sh
ader
\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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