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