wined3d: Spelling fixes.

Signed-off-by: Francois Gouget <fgouget@free.fr>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Francois Gouget 2016-05-29 12:38:56 +02:00 committed by Alexandre Julliard
parent abd26b9d44
commit ba3509265d
2 changed files with 4 additions and 4 deletions

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@ -819,9 +819,9 @@ static void create_default_sampler(struct wined3d_device *device)
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
/*
* In SM4+ shaders there is a separation between resources and samplers. Some of shader
* instructions allow to access resources without using samplers.
* In GLSL resources are always accessed through sampler or image variables. The default
* In SM4+ shaders there is a separation between resources and samplers. Some shader
* instructions allow access to resources without using samplers.
* In GLSL, resources are always accessed through sampler or image variables. The default
* sampler object is used to emulate the direct resource access when there is no sampler state
* to use.
*/

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@ -43,7 +43,7 @@ static BOOL wined3d_texture_use_immutable_storage(const struct wined3d_texture *
const struct wined3d_gl_info *gl_info)
{
/* We don't expect to create texture views for textures with height-scaled formats.
* Besides, ARB_texture_storage doesn't allow to specify exact sizes for all levels. */
* Besides, ARB_texture_storage doesn't allow specifying exact sizes for all levels. */
return gl_info->supported[ARB_TEXTURE_STORAGE]
&& !(texture->resource.format_flags & WINED3DFMT_FLAG_HEIGHT_SCALE);
}