Assorted spelling fixes.

This commit is contained in:
Francois Gouget 2005-11-23 20:14:43 +01:00 committed by Alexandre Julliard
parent d69268e77c
commit 6d442aeb34
32 changed files with 82 additions and 82 deletions

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@ -2131,9 +2131,9 @@ REBAR_CommonSetupBand (HWND hwnd, LPREBARBANDINFOA lprbbi, REBAR_BAND *lpBand)
lpBand->hwndChild = lprbbi->hwndChild;
lpBand->hwndPrevParent =
SetParent (lpBand->hwndChild, hwnd);
/* below in trace fro WinRAR */
/* below in trace from WinRAR */
ShowWindow(lpBand->hwndChild, SW_SHOWNOACTIVATE | SW_SHOWNORMAL);
/* above in trace fro WinRAR */
/* above in trace from WinRAR */
}
else {
TRACE("child: %p prev parent: %p\n",

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@ -770,7 +770,7 @@ inline static VOID IDirect3DVertexShaderImpl_GenerateProgramArbHW(IDirect3DVerte
curOpcode = vshader_program_get_opcode(*pToken);
++pToken;
if (NULL == curOpcode) {
/* unkown current opcode ... */
/* unknown current opcode ... */
while (*pToken & 0x80000000) {
TRACE_(d3d_hw_shader)("unrecognized opcode: %08lx\n", *pToken);
++pToken;
@ -904,7 +904,7 @@ inline static VOID IDirect3DVertexShaderImpl_ParseProgram(IDirect3DVertexShaderI
++pToken;
++len;
if (NULL == curOpcode) {
/* unkown current opcode ... */
/* unknown current opcode ... */
while (*pToken & 0x80000000) {
TRACE("unrecognized opcode: %08lx\n", *pToken);
++pToken;
@ -1041,7 +1041,7 @@ HRESULT WINAPI IDirect3DVertexShaderImpl_ExecuteSW(IDirect3DVertexShaderImpl* vs
++pToken;
if (NULL == curOpcode) {
i = 0;
/* unkown current opcode ... */
/* unknown current opcode ... */
while (*pToken & 0x80000000) {
if (i == 0) {
TRACE("unrecognized opcode: pos=%d token=%08lX\n", (pToken - 1) - vshader->function, *(pToken - 1));
@ -1875,7 +1875,7 @@ inline static VOID IDirect3DPixelShaderImpl_GenerateProgramArbHW(IDirect3DPixelS
curOpcode = pshader_program_get_opcode(code, version);
++pToken;
if (NULL == curOpcode) {
/* unkown current opcode ... */
/* unknown current opcode ... */
while (*pToken & 0x80000000) {
TRACE("unrecognized opcode: %08lx\n", *pToken);
++pToken;
@ -2249,7 +2249,7 @@ inline static VOID IDirect3DPixelShaderImpl_ParseProgram(IDirect3DPixelShaderImp
++pToken;
++len;
if (NULL == curOpcode) {
/* unkown current opcode ... */
/* unknown current opcode ... */
while (*pToken & 0x80000000) {
TRACE("unrecognized opcode: %08lx\n", *pToken);
++pToken;

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@ -173,7 +173,7 @@ static const char *_dump_DIDEVTYPE_value(DWORD dwDevType) {
case DIDEVTYPE_KEYBOARD: return "DIDEVTYPE_KEYBOARD";
case DIDEVTYPE_JOYSTICK: return "DIDEVTYPE_JOYSTICK";
case DIDEVTYPE_DEVICE: return "DIDEVTYPE_DEVICE";
default: return "Unkown";
default: return "Unknown";
}
}

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@ -823,7 +823,7 @@ HRESULT linuxinput_create_effect(
HeapFree(GetProcessHeap(), 0, newEffect);
return DIERR_INVALIDPARAM;
default:
FIXME("Unkown force type.\n");
FIXME("Unknown force type.\n");
HeapFree(GetProcessHeap(), 0, newEffect);
return DIERR_INVALIDPARAM;
}

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@ -637,7 +637,7 @@ static int find_property_offset(JoystickImpl *This, LPCDIPROPHEADER ph)
return i;
}
/* XXX - the following part wont work with LiveForSpeed
/* XXX - the following part won't work with LiveForSpeed
* - the game sets the dwTypes to something else then
* the ddoi.dwType set in EnumObjects
*/

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@ -345,7 +345,7 @@ DWORD WINAPI AllocateAndGetUdpTableFromStack(PMIB_UDPTABLE *ppUdpTable,
* Failure: error code from winerror.h
*
* FIXME
* Stub, returns allways NO_ERROR.
* Stub, always returns NO_ERROR.
*/
DWORD WINAPI CreateIpForwardEntry(PMIB_IPFORWARDROW pRoute)
{
@ -368,7 +368,7 @@ DWORD WINAPI CreateIpForwardEntry(PMIB_IPFORWARDROW pRoute)
* Failure: error code from winerror.h
*
* FIXME
* Stub, returns allways NO_ERROR.
* Stub, always returns NO_ERROR.
*/
DWORD WINAPI CreateIpNetEntry(PMIB_IPNETROW pArpEntry)
{
@ -1333,7 +1333,7 @@ DWORD WINAPI GetIpStatistics(PMIB_IPSTATS pStats)
*
* PARAMS
* pFixedInfo [Out] buffer for network parameters
* pOutBufLen [In/Out] lenght of output buffer
* pOutBufLen [In/Out] length of output buffer
*
* RETURNS
* Success: NO_ERROR

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@ -324,7 +324,7 @@ HRESULT AsyncReader_create(IUnknown * pUnkOuter, LPVOID * ppv)
return S_OK;
}
/** IUnkown methods **/
/** IUnknown methods **/
static HRESULT WINAPI AsyncReader_QueryInterface(IBaseFilter * iface, REFIID riid, LPVOID * ppv)
{

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@ -1699,7 +1699,7 @@ end:
*/
HRESULT WINAPI SHGetFolderPathW(
HWND hwndOwner, /* [I] owner window */
int nFolder, /* [I] CSIDL identifing the folder */
int nFolder, /* [I] CSIDL identifying the folder */
HANDLE hToken, /* [I] access token */
DWORD dwFlags, /* [I] which path to return */
LPWSTR pszPath) /* [O] converted path */

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@ -877,7 +877,7 @@ static void test_SPI_ICONVERTICALSPACING( void ) /* 24 */
return;
/* do not increase the value as it would upset the user's icon layout */
dotest_spi_iconverticalspacing( old_spacing - 1);
/* same tests with a value less then the minimum 32 */
/* same tests with a value less than the minimum 32 */
dotest_spi_iconverticalspacing( 10);
/* restore */
rc=SystemParametersInfoA( SPI_ICONVERTICALSPACING, old_spacing, 0,

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@ -180,7 +180,7 @@ static PTHEME_PROPERTY UXTHEME_SelectImage(HTHEME hTheme, HDC hdc, int iPartId,
}
}
}
/* If an image couldnt be selected, choose the first one */
/* If an image couldn't be selected, choose the first one */
return MSSTYLES_FindProperty(hTheme, iPartId, iStateId, TMT_FILENAME, TMT_IMAGEFILE1);
}
else if(imageselecttype == IST_SIZE) {
@ -224,7 +224,7 @@ static PTHEME_PROPERTY UXTHEME_SelectImage(HTHEME hTheme, HDC hdc, int iPartId,
return fileProp;
}
}
/* If an image couldnt be selected, choose the smallest one */
/* If an image couldn't be selected, choose the smallest one */
return MSSTYLES_FindProperty(hTheme, iPartId, iStateId, TMT_FILENAME, TMT_IMAGEFILE1);
}
return NULL;

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@ -254,7 +254,7 @@ HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface) {
glPrioritizeTextures(1, &This->baseTexture.textureName, &tmp);
}
/* Initilise the state of the texture object
/* Initialise the state of the texture object
to the openGL defaults, not the directx defaults */
This->baseTexture.states[WINED3DTEXSTA_ADDRESSU] = D3DTADDRESS_WRAP;
This->baseTexture.states[WINED3DTEXSTA_ADDRESSV] = D3DTADDRESS_WRAP;

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@ -108,7 +108,7 @@ static void WINAPI IWineD3DDeviceImpl_ApplyTextureUnitState(IWineD3DDevice *ifac
TRACE("(%p) : Created resource %p\n", This, object); \
}
#define D3DINITILIZEBASETEXTURE(_basetexture) { \
#define D3DINITIALIZEBASETEXTURE(_basetexture) { \
_basetexture.levels = Levels; \
_basetexture.filterType = (Usage & D3DUSAGE_AUTOGENMIPMAP) ? D3DTEXF_LINEAR : D3DTEXF_NONE; \
_basetexture.LOD = 0; \
@ -723,7 +723,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateSurface(IWineD3DDevice *iface, UINT Wid
Size = (pow2Width * D3DFmtGetBpp(This, Format)) * pow2Height;
}
/** Create the and initilise surface resource **/
/** Create and initialise the surface resource **/
D3DCREATERESOURCEOBJECTINSTANCE(object,Surface,D3DRTYPE_SURFACE, Size)
object->container = (IUnknown*) This;
@ -837,7 +837,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateTexture(IWineD3DDevice *iface, UINT Wid
}
D3DCREATERESOURCEOBJECTINSTANCE(object, Texture, D3DRTYPE_TEXTURE, 0);
D3DINITILIZEBASETEXTURE(object->baseTexture);
D3DINITIALIZEBASETEXTURE(object->baseTexture);
object->width = Width;
object->height = Height;
@ -922,7 +922,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateVolumeTexture(IWineD3DDevice *iface,
}
D3DCREATERESOURCEOBJECTINSTANCE(object, VolumeTexture, D3DRTYPE_VOLUMETEXTURE, 0);
D3DINITILIZEBASETEXTURE(object->baseTexture);
D3DINITIALIZEBASETEXTURE(object->baseTexture);
TRACE("(%p) : W(%d) H(%d) D(%d), Lvl(%d) Usage(%ld), Fmt(%u,%s), Pool(%s)\n", This, Width, Height,
Depth, Levels, Usage, Format, debug_d3dformat(Format), debug_d3dpool(Pool));
@ -1022,7 +1022,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateCubeTexture(IWineD3DDevice *iface, UINT
}
D3DCREATERESOURCEOBJECTINSTANCE(object, CubeTexture, D3DRTYPE_CUBETEXTURE, 0);
D3DINITILIZEBASETEXTURE(object->baseTexture);
D3DINITIALIZEBASETEXTURE(object->baseTexture);
TRACE("(%p) Create Cube Texture\n", This);
@ -1172,7 +1172,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateAdditionalSwapChain(IWineD3DDevice* ifac
/** FIXME: Test under windows to find out what the life cycle of a swap chain is,
* does a device hold a reference to a swap chain giving them a lifetime of the device
* or does the swap chain notify the device of it'd destruction.
* or does the swap chain notify the device of its destruction.
*******************************/
D3DCREATEOBJECTINSTANCE(object, SwapChain)
@ -1310,7 +1310,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateAdditionalSwapChain(IWineD3DDevice* ifac
/**
* TODO: MSDN says that we are only allowed one fullscreen swapchain per device,
* so we should really check to see if their is a fullscreen swapchain already
* so we should really check to see if there is a fullscreen swapchain already
* I think Windows and X have different ideas about fullscreen, does a single head count as full screen?
**************************************/
@ -2097,7 +2097,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_SetLight(IWineD3DDevice *iface, DWORD Index, C
}
}
/* Initialze the object */
/* Initialize the object */
TRACE("Light %ld setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n", Index, pLight->Type,
pLight->Diffuse.r, pLight->Diffuse.g, pLight->Diffuse.b, pLight->Diffuse.a,
pLight->Specular.r, pLight->Specular.g, pLight->Specular.b, pLight->Specular.a,
@ -4095,7 +4095,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_ProcessVertices(IWineD3DDevice *iface, UINT Sr
* TODO: Verify against dx9 definitions
*****/
/* NOTE: It's expected that this function is going to be called lots of times with the same stage active, so make it the callers responsibility to GLACTIVETEXTURE(Stage) for better state management. Set the correct Texture unit active before callnig ApplyTextureStageState */
/* NOTE: It's expected that this function is going to be called lots of times with the same stage active, so make it the callers responsibility to GLACTIVETEXTURE(Stage) for better state management. Set the correct Texture unit active before calling ApplyTextureStageState */
static void WINAPI IWineD3DDeviceImpl_ApplyTextureUnitState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
DWORD Value = This->updateStateBlock->textureState[Stage][Type];
@ -4832,7 +4832,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_UpdateTexture (IWineD3DDevice *iface, IWineD3D
TRACE("(%p) Source %p Destination %p\n", This, pSourceTexture, pDestinationTexture);
/* verify that the source and destination textures arebn't NULL */
/* verify that the source and destination textures aren't NULL */
if (NULL == pSourceTexture || NULL == pDestinationTexture) {
WARN("(%p) : source (%p) and destination (%p) textures must not be NULL, returning D3DERR_INVALIDCALL\n",
This, pSourceTexture, pDestinationTexture);
@ -4975,7 +4975,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_GetRenderTargetData(IWineD3DDevice *iface, I
surfaceDesc.Width = &surfaceWidth;
surfaceDesc.Height = &surfaceHeight;
IWineD3DSurface_GetDesc(pSurface, &surfaceDesc);
/* check to see if it's the backbuffer or the frontbuffer being requested (to make sureteh data is upto date)*/
/* check to see if it's the backbuffer or the frontbuffer being requested (to make sure the data is up to date)*/
/* Ok, I may need to setup some kind of active swapchain reference on the device */
IWineD3DSurface_GetContainer(pRenderTarget, &IID_IWineD3DSwapChain, (void **)&container);
@ -5048,7 +5048,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_ValidateDevice(IWineD3DDevice *iface, DWORD*
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
/* return a sensible default */
*pNumPasses = 1;
/* TODO: If the window is minimized then validate device shold return something other than d3d_ok */
/* TODO: If the window is minimized then validate device should return something other than d3d_ok */
FIXME("(%p) : stub\n", This);
return D3D_OK;
}
@ -6285,7 +6285,7 @@ void WINAPI IWineD3DDeviceImpl_ResourceReleased(IWineD3DDevice *iface, IWineD3DR
/* Set changed flag? */
}
}
if (This->stateBlock != NULL ) { /* only happens if their is an error in the application, or on reset/release (because we don't manage internal tracknig properly) */
if (This->stateBlock != NULL ) { /* only happens if there is an error in the application, or on reset/release (because we don't manage internal tracking properly) */
if ((IWineD3DResource *)This->stateBlock->streamSource[streamNumber] == resource) {
TRACE("Vertex buffer released whlst bound to a state block stream %d\n", streamNumber);
This->stateBlock->streamSource[streamNumber] = 0;

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@ -670,7 +670,7 @@ static CONST SHADER_OPCODE pshader_ins [] = {
/** FIXME: use direct access so add the others opcodes as stubs */
/* NOTE: gl function is currently NULL for calls and loops because they are not yet supported
They can be easly managed in software by introducing a call/loop stack and should be possible to implement in glsl ol NV_shader's */
They can be easily managed in software by introducing a call/loop stack and should be possible to implement in glsl ol NV_shader's */
{D3DSIO_CALL, "call", GLNAME_REQUIRE_GLSL, 1, pshader_call, 0, 0},
{D3DSIO_CALLNZ, "callnz", GLNAME_REQUIRE_GLSL, 2, pshader_callnz, 0, 0},
{D3DSIO_LOOP, "loop", GLNAME_REQUIRE_GLSL, 2, pshader_loop, 0, 0},
@ -685,7 +685,7 @@ static CONST SHADER_OPCODE pshader_ins [] = {
RCP tmp, vec
MUL out, tmp, vec*/
{D3DSIO_SGN, "sng", NULL, 2, pshader_sng, 0, 0},
/* TODO: xyz normalise can be performed is VS_ARB using one tempory register,
/* TODO: xyz normalise can be performed as VS_ARB using one temporary register,
DP3 tmp , vec, vec;
RSQ tmp, tmp.x;
MUL vec.xyz, vec, tmp;
@ -727,7 +727,7 @@ static CONST SHADER_OPCODE pshader_ins [] = {
{D3DSIO_EXPP, "expp", "EXP", 2, pshader_expp, 0, 0},
{D3DSIO_LOGP, "logp", "LOG", 2, pshader_logp, 0, 0},
{D3DSIO_CND, "cnd", GLNAME_REQUIRE_GLSL, 4, pshader_cnd, D3DPS_VERSION(1,1), D3DPS_VERSION(1,4)},
/* def is a special opperation */
/* def is a special operation */
{D3DSIO_DEF, "def", "undefined", 5, pshader_def, 0, 0},
{D3DSIO_TEXREG2RGB, "texreg2rgb", GLNAME_REQUIRE_GLSL, 2, pshader_texreg2rgb, D3DPS_VERSION(1,2), D3DPS_VERSION(1,3)},
{D3DSIO_TEXDP3TEX, "texdp3tex", GLNAME_REQUIRE_GLSL, 2, pshader_texdp3tex, D3DPS_VERSION(1,2), D3DPS_VERSION(1,3)},
@ -983,7 +983,7 @@ inline static VOID IWineD3DPixelShaderImpl_GenerateProgramArbHW(IWineD3DPixelSha
unsigned int pgmLength = 0;
#if 0 /* FIXME: Use the buffer that is held by the device, this is ok since fixups will be skipped for software shaders
it also requires entering a critical section but cuts down the runtime footprint of wined3d and any memory fragmentation that may occure... */
it also requires entering a critical section but cuts down the runtime footprint of wined3d and any memory fragmentation that may occur... */
if (This->device->fixupVertexBufferSize < PGMSIZE) {
HeapFree(GetProcessHeap(), 0, This->fixupVertexBuffer);
This->fixupVertexBuffer = HeapAlloc(GetProcessHeap() , 0, PGMSIZE);
@ -1090,7 +1090,7 @@ inline static VOID IWineD3DPixelShaderImpl_GenerateProgramArbHW(IWineD3DPixelSha
continue;
}
/* here */
#if 0 /* Not sure what thease are here for, the're not required for vshaders */
#if 0 /* Not sure what these are here for, they're not required for vshaders */
code = *pToken;
#endif
pInstr = pToken;
@ -1098,13 +1098,13 @@ inline static VOID IWineD3DPixelShaderImpl_GenerateProgramArbHW(IWineD3DPixelSha
TRACE("Found opcode %s %s\n", curOpcode->name,curOpcode->glname);
++pToken;
if (NULL == curOpcode) {
/* unkown current opcode ... (shouldn't be any!) */
/* unknown current opcode ... (shouldn't be any!) */
while (*pToken & 0x80000000) { /* TODO: Think of a sensible name for 0x80000000 */
FIXME("unrecognized opcode: %08lx\n", *pToken);
++pToken;
}
} else if (GLNAME_REQUIRE_GLSL == curOpcode->glname) {
/* if the token isn't supported by this cross compiler then skip it and it's parameters */
/* if the token isn't supported by this cross compiler then skip it and its parameters */
FIXME("Token %s requires greater functionality than Fragment_Progarm_ARB supports\n", curOpcode->name);
pToken += curOpcode->num_params;
} else {
@ -1689,7 +1689,7 @@ HRESULT WINAPI IWineD3DPixelShaderImpl_SetFunction(IWineD3DPixelShader *iface, C
/* TODO: Think of a good name for 0x80000000 and replace it with a constant */
while (*pToken & 0x80000000) {
/* unkown current opcode ... */
/* unknown current opcode ... */
TRACE("unrecognized opcode: %08lx", *pToken);
++pToken;
++len;

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@ -895,7 +895,7 @@ HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface) {
/* Resources are placed in system RAM and do not need to be recreated when a device is lost. These resources are not bound by device size or format restrictions. Because of this, these resources cannot be accessed by the Direct3D device nor set as textures or render targets. However, these resources can always be created, locked, and copied. */
if (This->resource.pool == D3DPOOL_SCRATCH || This->resource.pool == D3DPOOL_SYSTEMMEM) /*never store scratch or system mem textures in the video ram*/
{
FIXME("(%p) Opperation not supported for scratch or SYSTEMMEM textures\n",This);
FIXME("(%p) Operation not supported for scratch or SYSTEMMEM textures\n",This);
return D3DERR_INVALIDCALL;
}

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@ -1834,7 +1834,7 @@ int D3DFmtMakeGlCfg(D3DFORMAT BackBufferFormat, D3DFORMAT StencilBufferFormat, i
#define PUSH1(att) attribs[(*nAttribs)++] = (att);
#define PUSH2(att,value) attribs[(*nAttribs)++] = (att); attribs[(*nAttribs)++] = (value);
/*We need to do some Card specific stuff in here at some point,
D3D now support floating point format buffers, and their are a number of different OpelGl ways on managing thease e.g.
D3D now supports floating point format buffers, and there are a number of different OpelGl ways of managing these e.g.
GLX_ATI_pixel_format_float
*/
switch (BackBufferFormat) {

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@ -623,7 +623,7 @@ static CONST SHADER_OPCODE vshader_ins [] = {
{D3DSIO_M3x2, "m3x2", "undefined", 3, vshader_m3x2, 0, 0},
/** FIXME: use direct access so add the others opcodes as stubs */
/* NOTE: gl function is currently NULL for calls and loops because they are not yet supported
They can be easly managed in software by introducing a call/loop stack and should be possible to implement in glsl ol NV_shader's */
They can be easily managed in software by introducing a call/loop stack and should be possible to implement in glsl ol NV_shader's */
{D3DSIO_CALL, "call", GLNAME_REQUIRE_GLSL, 1, vshader_call, 0, 0},
{D3DSIO_CALLNZ, "callnz", GLNAME_REQUIRE_GLSL, 2, vshader_callnz, 0, 0},
{D3DSIO_LOOP, "loop", GLNAME_REQUIRE_GLSL, 2, vshader_loop, 0, 0},
@ -638,7 +638,7 @@ static CONST SHADER_OPCODE vshader_ins [] = {
RCP tmp, vec
MUL out, tmp, vec*/
{D3DSIO_SGN, "sng", NULL, 2, vshader_sng, 0, 0},
/* TODO: xyz normalise can be performed is VS_ARB using one temporary register,
/* TODO: xyz normalise can be performed as VS_ARB using one temporary register,
DP3 tmp , vec, vec;
RSQ tmp, tmp.x;
MUL vec.xyz, vec, tmp;
@ -680,7 +680,7 @@ static CONST SHADER_OPCODE vshader_ins [] = {
{D3DSIO_EXPP, "expp", "EXP", 2, vshader_expp, 0, 0},
{D3DSIO_LOGP, "logp", "LOG", 2, vshader_logp, 0, 0},
{D3DSIO_CND, "cnd", GLNAME_REQUIRE_GLSL, 4, vshader_cnd, D3DPS_VERSION(1,1), D3DPS_VERSION(1,4)},
/* def is a special opperation */
/* def is a special operation */
{D3DSIO_DEF, "def", NULL, 5, vshader_def, D3DPS_VERSION(1,0), D3DPS_VERSION(3,0)},
{D3DSIO_TEXREG2RGB, "texreg2rgb", GLNAME_REQUIRE_GLSL, 2, vshader_texreg2rgb, D3DPS_VERSION(1,2), D3DPS_VERSION(1,3)},
{D3DSIO_TEXDP3TEX, "texdp3tex", GLNAME_REQUIRE_GLSL, 2, vshader_texdp3tex, D3DPS_VERSION(1,2), D3DPS_VERSION(1,3)},
@ -1087,7 +1087,7 @@ inline static VOID IWineD3DVertexShaderImpl_GenerateProgramArbHW(IWineD3DVertexS
int pgmLength = 0;
#if 0 /* FIXME: Use the buffer that is held by the device, this is ok since fixups will be skipped for software shaders
it also requires entering a critical section but cuts down the runtime footprint of wined3d and any memory fragmentation that may occure... */
it also requires entering a critical section but cuts down the runtime footprint of wined3d and any memory fragmentation that may occur... */
if (This->device->fixupVertexBufferSize < PGMSIZE) {
HeapFree(GetProcessHeap(), 0, This->fixupVertexBuffer);
This->fixupVertexBuffer = HeapAlloc(GetProcessHeap() , 0, PGMSIZE);
@ -1107,7 +1107,7 @@ inline static VOID IWineD3DVertexShaderImpl_GenerateProgramArbHW(IWineD3DVertexS
}
pgmStr = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 65535); /* 64kb should be enough */
/* Initilise the shader */
/* Initialise the shader */
This->namedArrays = FALSE;
This->declaredArrays = FALSE;
for (i = 0; i < WINED3DSHADERDECLUSAGE_MAX_USAGE; i++) {
@ -1160,7 +1160,7 @@ inline static VOID IWineD3DVertexShaderImpl_GenerateProgramArbHW(IWineD3DVertexS
This->arrayUsageMap[WINED3DSHADERDECLUSAGE_POSITION] = arrayNo;
This->namedArrays = TRUE;
} else {
/* TODO: position indexes go fro 0-8!!*/
/* TODO: position indexes go from 0-8!!*/
TRACE("Setting position 2 to %d because usage = %d\n", arrayNo, (usage & 0xF0000) >> 16);
/* robots uses positions up to 8, the position arrays are just packed.*/
if ((usage & 0xF0000) >> 16 > 1) {
@ -1437,13 +1437,13 @@ inline static VOID IWineD3DVertexShaderImpl_GenerateProgramArbHW(IWineD3DVertexS
curOpcode = vshader_program_get_opcode(*pToken);
++pToken;
if (NULL == curOpcode) {
/* unkown current opcode ... (shouldn't be any!) */
/* unknown current opcode ... (shouldn't be any!) */
while (*pToken & 0x80000000) {
FIXME("unrecognized opcode: %08lx\n", *pToken);
++pToken;
}
} else if (GLNAME_REQUIRE_GLSL == curOpcode->glname) {
/* if the token isn't supported by this cross compiler then skip it and it's parameters */
/* if the token isn't supported by this cross compiler then skip it and its parameters */
FIXME("Token %s requires greater functionality than Vertex_Progarm_ARB supports\n", curOpcode->name);
pToken += curOpcode->num_params;
@ -1733,8 +1733,8 @@ HRESULT WINAPI IWineD3DVertexShaderImpl_ExecuteSW(IWineD3DVertexShader* iface, W
++pToken;
if (NULL == curOpcode) {
i = 0;
/* unkown current opcode ... */
/* TODO: Think of a name for 0x80000000 and repalce it's use with a constant */
/* unknown current opcode ... */
/* TODO: Think of a name for 0x80000000 and replace its use with a constant */
while (*pToken & 0x80000000) {
if (i == 0) {
FIXME("unrecognized opcode: pos=%d token=%08lX\n", (pToken - 1) - This->function, *(pToken - 1));
@ -2081,7 +2081,7 @@ HRESULT WINAPI IWineD3DVertexShaderImpl_SetFunction(IWineD3DVertexShader *iface,
if (NULL == curOpcode) {
/* TODO: Think of a good name for 0x80000000 and replace it with a constant */
while (*pToken & 0x80000000) {
/* unkown current opcode ... */
/* unknown current opcode ... */
FIXME("unrecognized opcode: %08lx", *pToken);
++pToken;
++len;

View File

@ -167,7 +167,7 @@ DWORD ASPI_SendASPIDOSCommand(DWORD ptrSRB)
TRACE("SC_RESET_DEV\n");
break;
default:
TRACE("Unkown command code\n");
TRACE("Unknown command code\n");
break;
}

View File

@ -2490,13 +2490,13 @@ BOOL FTP_SendData(LPWININETFTPSESSIONW lpwfs, INT nDataSocket, HANDLE hFile)
nSeconds = e_long_time - s_long_time;
if( nSeconds / 60 > 0 )
{
TRACE( "%ld bytes of %ld bytes (%ld%%) in %ld min %ld sec estimated remainig time %ld sec\n",
TRACE( "%ld bytes of %ld bytes (%ld%%) in %ld min %ld sec estimated remaining time %ld sec\n",
nTotalSent, fi.nFileSizeLow, nTotalSent*100/fi.nFileSizeLow, nSeconds / 60,
nSeconds % 60, (fi.nFileSizeLow - nTotalSent) * nSeconds / nTotalSent );
}
else
{
TRACE( "%ld bytes of %ld bytes (%ld%%) in %ld sec estimated remainig time %ld sec\n",
TRACE( "%ld bytes of %ld bytes (%ld%%) in %ld sec estimated remaining time %ld sec\n",
nTotalSent, fi.nFileSizeLow, nTotalSent*100/fi.nFileSizeLow, nSeconds,
(fi.nFileSizeLow - nTotalSent) * nSeconds / nTotalSent);
}

View File

@ -1103,7 +1103,7 @@ static void HttpSendRequestEx_test(void)
ok(HttpEndRequest(hRequest, NULL, 0, 0), "HttpEndRequest Failed\n");
ok(InternetReadFile(hRequest, szBuffer, 255, &dwBytesRead),
"Unable to read responce\n");
"Unable to read response\n");
szBuffer[dwBytesRead] = 0;
ok(dwBytesRead == 13,"Read %lu bytes instead of 13\n",dwBytesRead);

View File

@ -191,7 +191,7 @@ static void test_printer_directory(void)
"or result != 0 and last error == ERROR_INVALID_PARAMETER "
"got result %d and last error == %ld\n", res, GetLastError());
/* with a valid buffer, but level is to large */
/* with a valid buffer, but level is too large */
buffer[0] = '\0';
SetLastError(0x00dead00);
res = GetPrinterDriverDirectoryA(NULL, NULL, 2, buffer, cbBuf, &pcbNeeded);

View File

@ -122,7 +122,7 @@ static LPOPENCONTEXT TABLET_FindOpenContext(HCTX hCtx)
static void LoadTablet(void)
{
TRACE("Initilizing the tablet to hwnd %p\n",hwndDefault);
TRACE("Initializing the tablet to hwnd %p\n",hwndDefault);
gLoaded= TRUE;
pLoadTabletInfo(hwndDefault);
}

View File

@ -209,7 +209,7 @@ The group file `%s' cannot be opened.\n\
Should it be tried further on?"
IDS_OUT_OF_MEMORY, "Out of memory."
IDS_WINHELP_ERROR, "Help not available."
IDS_UNKNOWN_FEATURE_s, "Unkown feature in %s"
IDS_UNKNOWN_FEATURE_s, "Unknown feature in %s"
IDS_FILE_NOT_OVERWRITTEN_s, "File `%s' exists. Not overwritten."
IDS_SAVE_GROUP_AS_s, "Save group as `%s to prevent overwriting original files."
IDS_NO_HOT_KEY, "None"

View File

@ -986,7 +986,7 @@ static enum packet_return packet_verbose(struct gdb_context* gdbctx)
`vCont[;action]...'
The vCont packet is supported. Each action is a supported command in the vCont packet.
`'
The vCont packet is not supported. (this didn't seem to be obayed!)
The vCont packet is not supported. (this didn't seem to be obeyed!)
*/
packet_reply_open(gdbctx);
packet_reply_add(gdbctx, "vCont", 5);
@ -1036,12 +1036,12 @@ static enum packet_return packet_verbose(struct gdb_context* gdbctx)
/* Now, I have this default action thing that needs to be applied to all non counted threads */
/* go through all the threads and stick there id's in the to be done list. */
/* go through all the threads and stick their ids in the to be done list. */
for (thd = gdbctx->process->threads; thd; thd = thd->next)
{
threadIDs[threadCount++] = thd->tid;
/* check to see if we have more threads than I counted on, and tell the user what to do
* (their running winedbg, so I'm sure they can fix the problem from the error message!) */
* (they're running winedbg, so I'm sure they can fix the problem from the error message!) */
if (threadCount == 100)
{
fprintf(stderr, "Wow, that's a lot of threads, change threadIDs in wine/programms/winedgb/gdbproxy.c to be higher\n");

View File

@ -205,7 +205,7 @@ static const char *get_language_name(int lid) {
PRETTYPRINTLANG(CORNISH)
PRETTYPRINTLANG(WELSH)
PRETTYPRINTLANG(BRETON)
return "Unkown language";
return "Unknown language";
}
#endif
@ -981,7 +981,7 @@ void verify_translations(resource_t *top) {
add_resource(next);
break;
default:
fprintf(stderr, "Report this: unkown resource type parsed %08x\n", next->type);
fprintf(stderr, "Report this: unknown resource type parsed %08x\n", next->type);
}
next = next->next;
}