Assorted spelling fixes.
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@ -311,7 +311,7 @@ IDirect3DImpl_3_EnumDevices(IDirect3D3 *iface,
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* 0 means disabled, 2 means enabled. The enablerefrast.reg and disablerefrast.reg
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* files in the DirectX 7.0 sdk demo directory suggest this.
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*
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* Some games(GTA 2) seem to use the secound enumerated device, so I have to enumerate
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* Some games(GTA 2) seem to use the second enumerated device, so I have to enumerate
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* at least 2 devices. So enumerate the reference device to have 2 devices.
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*/
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@ -128,7 +128,7 @@ static void test_ddraw_objects(void)
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ok(ref == 1, "Got refcount %ld, expected 1\n", ref);
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IDirectDrawSurface7_Release(surface);
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/* Incresed before - decrease now */
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/* Increased before - decrease now */
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ref = getRefcount( (IUnknown *) DDraw7);
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ok(ref == 2, "Got refcount %ld, expected 2\n", ref);
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@ -138,7 +138,7 @@ static void test_ddraw_objects(void)
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IDirectDrawPalette_Release(palette);
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/* Incresed before - decrease now */
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/* Increased before - decrease now */
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ref = getRefcount( (IUnknown *) DDraw7);
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ok(ref == 1, "Got refcount %ld, expected 1\n", ref);
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@ -45,7 +45,7 @@ WINE_DEFAULT_DEBUG_CHANNEL(mciavi);
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static DWORD MCIAVI_mciStop(UINT, DWORD, LPMCI_GENERIC_PARMS);
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/*======================================================================*
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* MCI AVI implemantation *
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* MCI AVI implementation *
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*======================================================================*/
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HINSTANCE MCIAVI_hInstance = 0;
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@ -146,7 +146,7 @@ static DWORD MCI_SendCommandAsync(UINT wDevID, UINT wMsg, DWORD dwParam1,
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}
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if ((handle = CreateThread(NULL, 0, MCI_SCAStarter, sca, 0, NULL)) == 0) {
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WARN("Couldn't allocate thread for async command handling, sending synchonously\n");
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WARN("Couldn't allocate thread for async command handling, sending synchronously\n");
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return MCI_SCAStarter(&sca);
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}
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SetThreadPriority(handle, THREAD_PRIORITY_TIME_CRITICAL);
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@ -155,7 +155,7 @@ static DWORD MCI_SendCommandAsync(UINT wDevID, UINT wMsg, DWORD dwParam1,
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}
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/*======================================================================*
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* MCI MIDI implemantation *
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* MCI MIDI implementation *
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*======================================================================*/
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static DWORD MIDI_mciResume(UINT wDevID, DWORD dwFlags, LPMCI_GENERIC_PARMS lpParms);
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@ -489,10 +489,10 @@ static DWORD MIDI_mciReadMThd(WINE_MCIMIDI* wmm, DWORD dwOffset)
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*/
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if (wmm->nDivision > 0x8000) {
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/* eric.pouech@lemel.fr 98/11
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* In did not check this very code (pulses are expressed as SMPTE sub-frames).
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* I did not check this very code (pulses are expressed as SMPTE sub-frames).
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* In about 40 MB of MIDI files I have, none was SMPTE based...
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* I'm just wondering if this is widely used :-). So, if someone has one of
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* these files, I'd like to know about.
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* these files, I'd like to know about it.
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*/
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FIXME("Handling SMPTE time in MIDI files has not been tested\n"
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"Please report to comp.emulators.ms-windows.wine with MIDI file !\n");
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@ -117,7 +117,7 @@ static DWORD MCI_SendCommandAsync(UINT wDevID, UINT wMsg, DWORD dwParam1,
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}
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if ((handle = CreateThread(NULL, 0, MCI_SCAStarter, sca, 0, NULL)) == 0) {
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WARN("Couldn't allocate thread for async command handling, sending synchonously\n");
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WARN("Couldn't allocate thread for async command handling, sending synchronously\n");
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return MCI_SCAStarter(&sca);
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}
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SetThreadPriority(handle, THREAD_PRIORITY_TIME_CRITICAL);
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@ -126,7 +126,7 @@ static DWORD MCI_SendCommandAsync(UINT wDevID, UINT wMsg, DWORD dwParam1,
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}
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/*======================================================================*
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* MCI WAVE implemantation *
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* MCI WAVE implementation *
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*======================================================================*/
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static DWORD WAVE_mciResume(UINT wDevID, DWORD dwFlags, LPMCI_GENERIC_PARMS lpParms);
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@ -1091,7 +1091,7 @@ end:
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* INSTALLSTATE_LOCAL Feature is installed and useable
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* INSTALLSTATE_ABSENT Feature is absent
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* INSTALLSTATE_ADVERTISED Feature should be installed on demand
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* INSTALLSTATE_UNKNOWN An error occured
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* INSTALLSTATE_UNKNOWN An error occurred
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* INSTALLSTATE_INVALIDARG One of the GUIDs was invalid
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*
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*/
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@ -474,7 +474,7 @@ void apartment_joinmta(void)
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}
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/*****************************************************************************
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* This section contains OpenDllList implemantation
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* This section contains OpenDllList implementation
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*/
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static void COMPOBJ_DLLList_Add(HANDLE hLibrary)
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@ -154,7 +154,7 @@ BOOL TRASH_CanTrashFile(LPCWSTR wszPath)
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}
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/*
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* Try to create a single .trashinfo file. Return TRUE if successfull, else FALSE
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* Try to create a single .trashinfo file. Return TRUE if successful, else FALSE
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*/
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static BOOL try_create_trashinfo_file(const char *info_dir, const char *file_name,
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const char *original_file_name)
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@ -732,7 +732,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexBuffer(IWineD3DDevice *ifac
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* Therefore do not create a VBO for WINED3DUSAGE_DYNAMIC buffers.
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*
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* Direct3D7 has another problem: Its vertexbuffer api doesn't offer a way to specify
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* the range of vertices beeing locked, so each lock will require the whole buffer to be transformed.
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* the range of vertices being locked, so each lock will require the whole buffer to be transformed.
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* Moreover geometry data in dx7 is quite simple, so drawStridedSlow isn't a big hit. A plus
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* is that the vertex buffers fvf can be trusted in dx7. So only create non-converted vbos for
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* dx7 apps.
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@ -744,7 +744,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexBuffer(IWineD3DDevice *ifac
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(dxVersion > 7 || !conv) ) {
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CreateVBO(object);
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/* DX7 buffers can be locked directly into the VBO(no conversion, see above */
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/* DX7 buffers can be locked directly into the VBO (no conversion, see above */
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if(dxVersion == 7 && object->vbo) {
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HeapFree(GetProcessHeap(), 0, object->resource.allocatedMemory);
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object->resource.allocatedMemory = NULL;
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@ -7518,7 +7518,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetCursorProperties(IWineD3DDevice* i
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This->cursorTexture = pSur->glDescription.textureName;
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This->cursorWidth = pSur->currentDesc.Width;
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This->cursorHeight = pSur->currentDesc.Height;
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pSur->glDescription.textureName = 0; /* Prevent the texture from beeing changed or deleted */
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pSur->glDescription.textureName = 0; /* Prevent the texture from being changed or deleted */
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}
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This->xHotSpot = XHotSpot;
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@ -312,9 +312,9 @@ static void read_from_framebuffer(IWineD3DSurfaceImpl *This, CONST RECT *rect, v
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case WINED3DFMT_P8:
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{
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/* GL can't return palettized data, so read ARGB pixels into a
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* seperate block of memory and convert them into palettized format
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* separate block of memory and convert them into palettized format
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* in software. Slow, but if the app means to use palettized render
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* targets and lock it...
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* targets and locks it...
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*
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* Use GL_RGB, GL_UNSIGNED_BYTE to read the surface for performance reasons
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* Don't use GL_BGR as in the WINED3DFMT_R8G8B8 case, instead watch out
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@ -898,7 +898,7 @@ static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This) {
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case WINED3DFMT_X8R8G8B8:
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{
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/* make sure the X byte is set to alpha on, since it
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could be any random value this fixes the intro move in Pirates! */
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could be any random value. This fixes the intro movie in Pirates! */
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int size;
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unsigned int *data;
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data = (unsigned int *)This->resource.allocatedMemory;
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@ -909,7 +909,7 @@ static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This) {
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size--;
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}
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}
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/* Fall trough */
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/* Fall through */
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case WINED3DFMT_A8R8G8B8:
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{
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@ -146,7 +146,7 @@ static void fixup_vertices(BYTE *src, BYTE *dst, int stride, int num, BYTE *pos,
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DWORD srcColor, *dstColor = (DWORD *) (dst + i * stride + (int) specular);
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srcColor = * (DWORD *) ( ((int) src + (int) specular) + i * stride);
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/* Simmilar to diffuse
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/* Similar to diffuse
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* TODO: Write the alpha value out for fog coords
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*/
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*dstColor = 0;
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@ -20,7 +20,7 @@ import "unknwn.idl";
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interface IStream;
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/* FIXME: LANDID is defined in winnt.h and mlang.h in the platform SDK */
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/* FIXME: LANGID is defined in winnt.h and mlang.h in the platform SDK */
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cpp_quote("#ifndef _WINNT_")
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typedef WORD LANGID;
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cpp_quote("#endif")
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