Assorted spelling fixes.
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@ -99,7 +99,7 @@ static void testLoadLibraryA_Wrong(void)
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{
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HMODULE hModule;
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/* Try to load a non-existing dll */
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/* Try to load a nonexistent dll */
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SetLastError(0xdeadbeef);
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hModule = LoadLibraryA("non_ex_pv.dll");
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ok( !hModule, "non_ex_pv.dll should be not loadable\n");
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@ -4928,7 +4928,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_UpdateSurface(IWineD3DDevice *iface, IWineD3
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} else {
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/* some applications can not handle odd pitches returned by soft non-power2, so we have
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/* some applications cannot handle odd pitches returned by soft non-power2, so we have
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to repack the data from pow2Width/Height to expected Width,Height, this makes the
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data returned by GetData non-power2 width/height with hardware non-power2
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pow2Width/height are set to surface width height, repacking isn't needed so it
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@ -5460,21 +5460,21 @@ HRESULT WINAPI IWineD3DDeviceImpl_ActiveRender(IWineD3DDevice* iface,
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else if (pbuffer_support == TRUE && cfgs != NULL /* && some test to make sure that opengl supports pbuffers */) {
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/** ********************************************************************
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* This is a quickley hacked out implementation of offscreen textures
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* it will work in most cases but there may be problems if the client
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* modifies the textre directly, or expects the contenst of the rendertarget
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* to be persistant.
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* This is a quickly hacked out implementation of offscreen textures.
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* It will work in most cases but there may be problems if the client
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* modifies the texture directly, or expects the contents of the rendertarget
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* to be persistent.
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*
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* There are some real speed vs compatability issues here:
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* There are some real speed vs compatibility issues here:
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* we should really use a new context for every texture, but that eats ram.
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* we should also be restoring the texture to the pbuffer but that eats CPU
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* we can also 'reuse' the current pbuffer if the size is larger than the requested buffer,
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* but if this means reusing the display backbuffer then we need to make sure that
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* states are correctly preserved.
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* In many cases I would expect that we can 'skip' some functions, such as preserving states,
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* and gain a good performance increase at the cost of compatability.
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* and gain a good performance increase at the cost of compatibility.
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* I would suggest that, when this is the case, a user configurable flag be made
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* available, alowing the user to choose the best emmulated experiance for them.
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* available, allowing the user to choose the best emmulated experience for them.
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*********************************************************************/
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XVisualInfo *visinfo;
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@ -914,7 +914,7 @@ HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface) {
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}
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} else {
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/* TODO: possibly use texture recrangle (though we probably more compatable without it) */
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/* TODO: possibly use texture rectangle (though we are probably more compatible without it) */
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if (This->nonpow2 == TRUE) {
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TRACE("non power of two support\n");
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@ -223,8 +223,8 @@ long globalChangeGlRam(long glram);
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/* Memory and object tracking */
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/*Structure for holding information on all direct3d objects
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usefull for making sure tracking is ok and when release is called on a device!
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and probably quite handy for debuggin and dumping states out
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useful for making sure tracking is ok and when release is called on a device!
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and probably quite handy for debugging and dumping states out
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*/
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typedef struct WineD3DGlobalStatistics {
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int glsurfaceram; /* The aproximate amount of glTexture memory allocated for textures */
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