wined3d: Fix some spelling errors.
This commit is contained in:
parent
50a87e23e7
commit
ce4d03318b
@ -3402,7 +3402,7 @@ static BOOL gen_yv12_read(SHADER_BUFFER *buffer, GLenum textype, char *luminance
|
|||||||
shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
|
shader_addline(buffer, "MIN texcrd.y, temp.y, texcrd.y;\n");
|
||||||
shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
|
shader_addline(buffer, "TEX luminance, texcrd, texture[0], %s;\n", tex);
|
||||||
} else {
|
} else {
|
||||||
/* Reading from texture_rectangles is pretty streightforward, just use the unmodified
|
/* Reading from texture_rectangles is pretty straightforward, just use the unmodified
|
||||||
* texture coordinate. It is still a good idea to clamp it though, since the opengl texture
|
* texture coordinate. It is still a good idea to clamp it though, since the opengl texture
|
||||||
* is bigger
|
* is bigger
|
||||||
*/
|
*/
|
||||||
@ -3446,7 +3446,7 @@ static GLuint gen_yuv_shader(IWineD3DDeviceImpl *device, enum yuv_fixup yuv_fixu
|
|||||||
* contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
|
* contains the luminance and alpha the chroma. With UYVY it is vice versa. Thus
|
||||||
* take the format into account when generating the read swizzles
|
* take the format into account when generating the read swizzles
|
||||||
*
|
*
|
||||||
* Reading the Y value is streightforward - just sample the texture. The hardware
|
* Reading the Y value is straightforward - just sample the texture. The hardware
|
||||||
* takes care of filtering in the horizontal and vertical direction.
|
* takes care of filtering in the horizontal and vertical direction.
|
||||||
*
|
*
|
||||||
* Reading the U and V values is harder. We have to avoid filtering horizontally,
|
* Reading the U and V values is harder. We have to avoid filtering horizontally,
|
||||||
|
@ -328,7 +328,7 @@ static inline BOOL IWineD3DVertexBufferImpl_FindDecl(IWineD3DVertexBufferImpl *T
|
|||||||
* depend on the semantic as well, for example a FLOAT4 texcoord needs no conversion while a FLOAT4 positiont needs one
|
* depend on the semantic as well, for example a FLOAT4 texcoord needs no conversion while a FLOAT4 positiont needs one
|
||||||
*/
|
*/
|
||||||
if(use_vs(device)) {
|
if(use_vs(device)) {
|
||||||
TRACE("vhsader\n");
|
TRACE("vshader\n");
|
||||||
/* If the current vertex declaration is marked for no half float conversion don't bother to
|
/* If the current vertex declaration is marked for no half float conversion don't bother to
|
||||||
* analyse the strided streams in depth, just set them up for no conversion. Return decl changed
|
* analyse the strided streams in depth, just set them up for no conversion. Return decl changed
|
||||||
* if we used conversion before
|
* if we used conversion before
|
||||||
|
Loading…
x
Reference in New Issue
Block a user