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Assorted spelling fixes.
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@ -734,7 +734,7 @@ static ARENA_FREE *HEAP_FindFreeBlock( HEAP *heap, SIZE_T size,
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/* make sure that we have a big enough size *committed* to fit another
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* last free arena in !
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* So just one heap struct, one first free arena which will eventually
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* get inuse, and a second free arena that might get assigned all remaining
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* get used, and a second free arena that might get assigned all remaining
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* free space in HEAP_ShrinkBlock() */
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size += ROUND_SIZE(sizeof(SUBHEAP)) + sizeof(ARENA_INUSE) + sizeof(ARENA_FREE);
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if (!(subheap = HEAP_CreateSubHeap( heap, NULL, heap->flags, size,
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@ -1165,7 +1165,7 @@ static HRESULT WINAPI DefaultHandler_Run(
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* - IOleObject_GetMiscStatus
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* - IOleObject_Advise
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* - IOleObject_GetMoniker
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* - advise data cache that we've connected some how?
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* - advise data cache that we've connected somehow?
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*/
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/* FIXME: if we failed, Close the object */
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@ -363,7 +363,7 @@ ULONG WINAPI IWineD3DDeviceImpl_Release(IWineD3DDevice *iface) {
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/* NOTE: You must release the parent if the object was created via a callback
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** ***************************/
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/* TODO: this is exactly the same as required by _Reset.., so at some point we need to move the code so that is can be called by reset add release... */
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/* Release all of the swapchains, except the implicite swapchain */
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/* Release all of the swapchains, except the implicit swapchain */
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IUnknown* stencilBufferParent;
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IUnknown* swapChainParent;
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@ -1380,7 +1380,7 @@ inline static VOID IWineD3DVertexShaderImpl_GenerateProgramArbHW(IWineD3DVertexS
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}
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}
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/* TODO: loop register counts as an addres register */
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/* TODO: loop register counts as an address register */
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for (i = 0; i < nUseAddressRegister; i++) {
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sprintf(tmpLine, "ADDRESS A%ld;\n", i);
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++lineNum;
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@ -1395,7 +1395,7 @@ inline static VOID IWineD3DVertexShaderImpl_GenerateProgramArbHW(IWineD3DVertexS
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numConstants = 95;
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}
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/* FIXME: We should be counting the number of constants in the first pass and then validating that many are supported
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Looking at some of the shaders inuse by applications we'd need to create a list of all used env variables
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Looking at some of the shaders in use by applications we'd need to create a list of all used env variables
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*/
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sprintf(tmpLine, "PARAM C[%d] = { program.env[0..%d] };\n", numConstants, numConstants - 1);
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TRACE("GL HW (%u,%u) : %s", lineNum, pgmLength, tmpLine); /* Don't add \n to this line as already in tmpLine */
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@ -1120,7 +1120,10 @@ int D3DFmtMakeGlCfg(D3DFORMAT BackBufferFormat, D3DFORMAT StencilBufferFormat, i
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/*** class static members ***/
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void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
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/* an emul for the type of constants that are used... adressing causes problems with being able to work out what's used and what's not.. so maybe we'll have to rely on the server vertex shader const functions? */
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/* An enum for the type of constants that are used... addressing causes
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* problems with being able to work out what's used and what's not.. so
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* maybe we'll have to rely on the server vertex shader const functions?
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*/
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enum vsConstantsEnum {
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VS_CONSTANT_NOT_USED = 0,
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VS_CONSTANT_CONSTANT,
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