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>
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@ -819,9 +819,9 @@ static void create_default_sampler(struct wined3d_device *device)
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const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
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const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
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/*
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/*
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* In SM4+ shaders there is a separation between resources and samplers. Some of shader
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* In SM4+ shaders there is a separation between resources and samplers. Some shader
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* instructions allow to access resources without using samplers.
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* instructions allow access to resources without using samplers.
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* In GLSL resources are always accessed through sampler or image variables. The default
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* In GLSL, resources are always accessed through sampler or image variables. The default
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* sampler object is used to emulate the direct resource access when there is no sampler state
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* sampler object is used to emulate the direct resource access when there is no sampler state
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* to use.
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* to use.
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*/
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*/
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@ -43,7 +43,7 @@ static BOOL wined3d_texture_use_immutable_storage(const struct wined3d_texture *
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const struct wined3d_gl_info *gl_info)
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const struct wined3d_gl_info *gl_info)
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{
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{
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/* We don't expect to create texture views for textures with height-scaled formats.
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/* We don't expect to create texture views for textures with height-scaled formats.
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* Besides, ARB_texture_storage doesn't allow to specify exact sizes for all levels. */
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* Besides, ARB_texture_storage doesn't allow specifying exact sizes for all levels. */
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return gl_info->supported[ARB_TEXTURE_STORAGE]
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return gl_info->supported[ARB_TEXTURE_STORAGE]
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&& !(texture->resource.format_flags & WINED3DFMT_FLAG_HEIGHT_SCALE);
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&& !(texture->resource.format_flags & WINED3DFMT_FLAG_HEIGHT_SCALE);
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}
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}
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