Spelling fixes.
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7bb58929b7
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4777f26d61
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@ -127,7 +127,7 @@ typedef struct IDirect3DVertexShader8Impl IDirect3DVertexShader8Impl;
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extern CRITICAL_SECTION d3d8_cs;
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/* ===========================================================================
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The interfactes themselves
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The interfaces themselves
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=========================================================================== */
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/* ---------- */
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@ -1090,7 +1090,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_EndStateBlock(LPDIRECT3DDEVICE8 iface
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TRACE("(%p) Relay\n", This);
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/* Tell wineD3D to endstatablock before anything else (in case we run out
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/* Tell wineD3D to endstateblock before anything else (in case we run out
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* of memory later and cause locking problems)
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*/
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EnterCriticalSection(&d3d8_cs);
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@ -1555,7 +1555,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_CreateVertexShader(LPDIRECT3DDEVICE8
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HeapFree(GetProcessHeap(), 0, object);
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*ppShader = 0;
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} else {
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/* TODO: Store the VS declarations locally so that they can be derefferenced with a value higher than VS_HIGHESTFIXEDFXF */
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/* TODO: Store the VS declarations locally so that they can be dereferenced with a value higher than VS_HIGHESTFIXEDFXF */
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shader_handle *handle = alloc_shader_handle(This);
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if (!handle) {
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ERR("Failed to allocate shader handle\n");
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@ -295,7 +295,7 @@ ULONG WINAPI D3D8CB_DestroyRenderTarget(IWineD3DSurface *pSurface) {
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return IDirect3DSurface8_Release((IDirect3DSurface8*) surfaceParent);
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}
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/* Callback for creating the inplicite swapchain when the device is created */
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/* Callback for creating the implicite swapchain when the device is created */
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static HRESULT WINAPI D3D8CB_CreateAdditionalSwapChain(IUnknown *device,
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WINED3DPRESENT_PARAMETERS* pPresentationParameters,
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IWineD3DSwapChain ** ppSwapChain){
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@ -25,7 +25,7 @@
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WINE_DEFAULT_DEBUG_CHANNEL(d3d8);
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/* NOTE: DirectX8 doesn't export a IDirect3DStateBlock8, the interface is used internally to keep d3d8 and d3d9 as simila as possible */
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/* NOTE: DirectX8 doesn't export an IDirect3DStateBlock8, the interface is used internally to keep d3d8 and d3d9 as similar as possible */
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/* IDirect3DStateBlock8 IUnknown parts follow: */
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static HRESULT WINAPI IDirect3DStateBlock8Impl_QueryInterface(IDirect3DStateBlock8 *iface, REFIID riid, LPVOID *ppobj) {
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IDirect3DStateBlock8Impl *This = (IDirect3DStateBlock8Impl *)iface;
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@ -337,8 +337,8 @@ static void test_refcount(void)
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/**
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* Check refcount of implicit surfaces. Findings:
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* - the container is the device
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* - they hold a refernce to the device
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* - they are created with a refcount of 0 (Get/Release returns orignial refcount)
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* - they hold a reference to the device
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* - they are created with a refcount of 0 (Get/Release returns original refcount)
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* - they are not freed if refcount reaches 0.
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* - the refcount is not forwarded to the container.
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*/
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@ -268,7 +268,7 @@ static void test_private_data(IDirect3DDevice8 *device)
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hr = IDirect3DSurface8_GetPrivateData(surface, &IID_IDirect3DSurface8, &ptr, &size);
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ok(hr == D3D_OK, "IDirect3DSurface8_GetPrivateData failed with %08x\n", hr);
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ref2 = getref((IUnknown *) device);
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/* Object is NOT beein addrefed */
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/* Object is NOT being addrefed */
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ok(ptr == (IUnknown *) device, "Returned interface pointer is %p, expected %p\n", ptr, device);
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ok(ref2 == ref + 2, "Object reference is %d, expected %d. ptr at %p, orig at %p\n", ref2, ref + 2, ptr, device);
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IUnknown_Release(ptr);
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@ -674,7 +674,7 @@ static void offscreen_test(IDirect3DDevice8 *device)
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hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
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ok(hr == D3D_OK, "Clear failed, hr = %#08x\n", hr);
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/* Draw without textures - Should resut in a white quad */
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/* Draw without textures - Should result in a white quad */
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hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0]));
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ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
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@ -129,7 +129,7 @@ extern CRITICAL_SECTION d3d9_cs;
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_pD3D9Caps->MaxPixelShader30InstructionSlots = _pWineCaps->MaxPixelShader30InstructionSlots;
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/* ===========================================================================
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D3D9 interfactes
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D3D9 interfaces
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=========================================================================== */
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/* ---------- */
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@ -168,7 +168,7 @@ HRESULT WINAPI IDirect3DDevice9Impl_EndStateBlock(LPDIRECT3DDEVICE9EX iface, I
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TRACE("(%p) Relay\n", This);
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/* Tell wineD3D to endstatablock before anything else (in case we run out
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/* Tell wineD3D to endstateblock before anything else (in case we run out
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* of memory later and cause locking problems)
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*/
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EnterCriticalSection(&d3d9_cs);
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@ -356,8 +356,8 @@ static void test_refcount(void)
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/**
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* Check refcount of implicit surfaces and implicit swapchain. Findings:
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* - the container is the device OR swapchain
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* - they hold a refernce to the device
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* - they are created with a refcount of 0 (Get/Release returns orignial refcount)
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* - they hold a reference to the device
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* - they are created with a refcount of 0 (Get/Release returns original refcount)
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* - they are not freed if refcount reaches 0.
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* - the refcount is not forwarded to the container.
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*/
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@ -1921,7 +1921,7 @@ static void test_display_formats()
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{
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/* Direct3D9 offers 4 display formats R5G6B5, X1R5G5B5, X8R8G8B8 and A2R10G10B10.
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* Next to these there are 6 different backbuffer formats. Only a fixed number of
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* mixings are possible in FULLSCREEN mode. In windowed mode more combinations are
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* combinations are possible in FULLSCREEN mode. In windowed mode more combinations are
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* allowed due to depth conversion and this is likely driver dependent.
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* This test checks which combinations are possible in fullscreen mode and this should not be driver dependent.
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* TODO: handle A2R10G10B10 but what hardware supports it? Parhelia? It is very rare. */
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@ -363,7 +363,7 @@ static void test_private_data(IDirect3DDevice9 *device)
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hr = IDirect3DSurface9_GetPrivateData(surface, &IID_IDirect3DSurface9, &ptr, &size);
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ok(hr == D3D_OK, "IDirect3DSurface9_GetPrivateData failed with %08x\n", hr);
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ref2 = getref((IUnknown *) device);
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/* Object is NOT beein addrefed */
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/* Object is NOT being addrefed */
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ok(ptr == (IUnknown *) device, "Returned interface pointer is %p, expected %p\n", ptr, device);
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ok(ref2 == ref + 2, "Object reference is %d, expected %d. ptr at %p, orig at %p\n", ref2, ref + 2, ptr, device);
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IUnknown_Release(ptr);
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@ -1040,7 +1040,7 @@ static void test_cube_wrap(IDirect3DDevice9 *device)
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/* Due to the nature of this test, we sample essentially at the edge
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* between two faces. Because of this it's undefined from which face
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* the driver will sample. Furtunately that's not important for this
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* the driver will sample. Fortunately that's not important for this
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* test, since all we care about is that it doesn't sample from the
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* other side of the surface or from the border. */
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color = getPixelColor(device, 320, 240);
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@ -1121,7 +1121,7 @@ static void offscreen_test(IDirect3DDevice9 *device)
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hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
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ok(hr == D3D_OK, "Clear failed, hr = %s\n", DXGetErrorString9(hr));
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/* Draw without textures - Should resut in a white quad */
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/* Draw without textures - Should result in a white quad */
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hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0]));
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ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %s\n", DXGetErrorString9(hr));
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@ -1542,7 +1542,7 @@ static void texbem_test(IDirect3DDevice9 *device)
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D3DDECL_END()
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} };
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/* use assymetric matrix to test loading */
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/* use asymmetric matrix to test loading */
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float bumpenvmat[4] = {0.0,0.5,-0.5,0.0};
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IDirect3DVertexDeclaration9 *vertex_declaration = NULL;
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@ -6916,7 +6916,7 @@ static void vFace_register_test(IDirect3DDevice9 *device)
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hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLELIST, 4, quad, sizeof(float) * 3);
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ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%s\n", DXGetErrorString9(hr));
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/* Blit the texture ontp the back buffer to make it visible */
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/* Blit the texture onto the back buffer to make it visible */
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hr = IDirect3DDevice9_SetPixelShader(device, NULL);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed, hr=%s\n", DXGetErrorString9(hr));
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hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture);
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@ -6974,7 +6974,7 @@ static void fixed_function_bumpmap_test(IDirect3DDevice9 *device)
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D3DDECL_END()
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};
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/* use assymetric matrix to test loading */
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/* use asymmetric matrix to test loading */
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float bumpenvmat[4] = {0.0,0.5,-0.5,0.0};
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IDirect3DVertexDeclaration9 *vertex_declaration = NULL;
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@ -536,7 +536,7 @@ static void D3DXPlaneTest(void)
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expectedvec.x = 20.0f/3.0f; expectedvec.y = 17.0f/3.0f; expectedvec.z = 14.0f/3.0f;
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D3DXPlaneIntersectLine(&gotvec,&plane,&vec1,&vec2);
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expect_vec3(expectedvec, gotvec);
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/* Test a parallele line */
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/* Test a parallel line */
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vec1.x = 11.0f; vec1.y = 13.0f; vec1.z = 15.0f;
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vec2.x = 17.0f; vec2.y = 31.0f; vec2.z = 24.0f;
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expectedvec.x = 20.0f/3.0f; expectedvec.y = 17.0f/3.0f; expectedvec.z = 14.0f/3.0f;
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