wined3d: Fix a bunch of typos.
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -551,7 +551,7 @@ static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context,
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rt_texture = render_targets[i]->container;
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TRACE(" Color attachment %u: %p format %s, %s %u, %ux%u, %u samples.\n",
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i, render_targets[i], debug_d3dformat(rt_texture->resource.format->id),
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context->fbo_key->rb_namespace & (1 << (i + 1)) ? "renderbuffer" : "texure",
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context->fbo_key->rb_namespace & (1 << (i + 1)) ? "renderbuffer" : "texture",
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context->fbo_key->objects[i + 1].object,
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wined3d_texture_get_level_pow2_width(rt_texture, render_targets[i]->texture_level),
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wined3d_texture_get_level_pow2_height(rt_texture, render_targets[i]->texture_level),
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@ -563,7 +563,7 @@ static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context,
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ds_texture = depth_stencil->container;
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TRACE(" Depth attachment: %p format %s, %s %u, %ux%u, %u samples.\n",
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depth_stencil, debug_d3dformat(ds_texture->resource.format->id),
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context->fbo_key->rb_namespace & (1 << 0) ? "renderbuffer" : "texure",
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context->fbo_key->rb_namespace & (1 << 0) ? "renderbuffer" : "texture",
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context->fbo_key->objects[0].object,
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wined3d_texture_get_level_pow2_width(ds_texture, depth_stencil->texture_level),
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wined3d_texture_get_level_pow2_height(ds_texture, depth_stencil->texture_level),
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@ -1920,7 +1920,7 @@ struct wined3d_context *context_create(struct wined3d_swapchain *swapchain,
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gl_info->gl_ops.gl.p_glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);
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checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, device->surface_alignment);");
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gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, device->surface_alignment);");
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checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, 1);");
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if (gl_info->supported[ARB_VERTEX_BLEND])
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{
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@ -3662,7 +3662,7 @@ static void sampler(struct wined3d_context *context, const struct wined3d_state
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{
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/* Note that WINED3D_SAMP_MAX_MIP_LEVEL specifies the largest mipmap
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* (default 0), while GL_TEXTURE_MAX_LEVEL specifies the smallest
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* mimap used (default 1000). So WINED3D_SAMP_MAX_MIP_LEVEL
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* mipmap used (default 1000). So WINED3D_SAMP_MAX_MIP_LEVEL
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* corresponds to GL_TEXTURE_BASE_LEVEL. */
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gl_info->gl_ops.gl.p_glTexParameteri(texture->target, GL_TEXTURE_BASE_LEVEL, base_level);
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gl_tex->base_level = base_level;
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@ -1882,8 +1882,7 @@ static void create_and_bind_fbo_attachment(const struct wined3d_gl_info *gl_info
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case WINED3D_GL_RES_TYPE_TEX_3D:
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gl_info->gl_ops.gl.p_glGenTextures(1, object);
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gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, *object);
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GL_EXTCALL(glTexImage3D)(GL_TEXTURE_3D, 0, internal, 16, 16, 16, 0,
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format, type, NULL);
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GL_EXTCALL(glTexImage3D(GL_TEXTURE_3D, 0, internal, 16, 16, 16, 0, format, type, NULL));
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gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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@ -2321,7 +2320,7 @@ static void check_fbo_compat(struct wined3d_caps_gl_ctx *ctx, struct wined3d_for
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}
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delete_fbo_attachment(gl_info, type, object);
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checkGLcall("Framebuffer format check cleaup");
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checkGLcall("Framebuffer format check cleanup");
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}
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if (fallback_fmt_used && regular_fmt_used)
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