wined3d: Various spelling fixes.
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@ -457,7 +457,7 @@ void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface) {
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TRACE("(%p)Checking to see if the container is a base texture\n", This);
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if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
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TRACE("Passing to conatiner\n");
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TRACE("Passing to container\n");
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IWineD3DBaseTexture_PreLoad(baseTexture);
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IWineD3DBaseTexture_Release(baseTexture);
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} else {
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@ -570,7 +570,7 @@ void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor *
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/* TODO: think about moving this down to resource? */
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const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface) {
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IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
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/* This should only be called for sysmem textures, it may be a good idea to extend this to all pools at some point in the futture */
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/* This should only be called for sysmem textures, it may be a good idea to extend this to all pools at some point in the future */
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if (This->resource.pool != WINED3DPOOL_SYSTEMMEM) {
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FIXME(" (%p)Attempting to get system memory for a non-system memory texture\n", iface);
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}
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@ -753,7 +753,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED
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This->lockCount++;
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/* MAXLOCKCOUNT is defined in wined3d_private.h */
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if(This->lockCount > MAXLOCKCOUNT) {
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TRACE("Surface is locked regularily, not freeing the system memory copy any more\n");
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TRACE("Surface is locked regularly, not freeing the system memory copy any more\n");
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This->Flags |= SFLAG_DYNLOCK;
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}
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}
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@ -855,7 +855,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED
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FIXME("Depth stencil locking not supported yet\n");
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} else {
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/* This path is for normal surfaces, offscreen render targets and everything else that is in a gl texture */
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TRACE("locking an ordinarary surface\n");
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TRACE("locking an ordinary surface\n");
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if (0 != This->glDescription.textureName) {
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/* Now I have to copy thing bits back */
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@ -2147,7 +2147,7 @@ HRESULT WINAPI IWineD3DSurfaceImpl_SaveSnapshot(IWineD3DSurface *iface, const ch
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ERR("opening of %s failed with: %s\n", filename, strerror(errno));
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return WINED3DERR_INVALIDCALL;
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}
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/* Save the dat out to a TGA file because 1: it's an easy raw format, 2: it supports an alpha chanel*/
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/* Save the dat out to a TGA file because 1: it's an easy raw format, 2: it supports an alpha channel*/
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TRACE("(%p) opened %s with format %s\n", This, filename, debug_d3dformat(This->resource.format));
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/* TGA header */
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fputc(0,f);
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@ -2221,7 +2221,7 @@ extern HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, C
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This->dirtyRect.top, This->dirtyRect.right, This->dirtyRect.bottom);
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/* if the container is a basetexture then mark it dirty. */
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if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
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TRACE("Passing to conatiner\n");
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TRACE("Passing to container\n");
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IWineD3DBaseTexture_SetDirty(baseTexture, TRUE);
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IWineD3DBaseTexture_Release(baseTexture);
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}
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@ -2246,11 +2246,11 @@ HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORM
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const PixelFormatDesc *formatEntry = getFormatDescEntry(format);
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if (This->resource.format != WINED3DFMT_UNKNOWN) {
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FIXME("(%p) : The foramt of the surface must be WINED3DFORMAT_UNKNOWN\n", This);
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FIXME("(%p) : The format of the surface must be WINED3DFORMAT_UNKNOWN\n", This);
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return WINED3DERR_INVALIDCALL;
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}
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TRACE("(%p) : Setting texture foramt to (%d,%s)\n", This, format, debug_d3dformat(format));
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TRACE("(%p) : Setting texture format to (%d,%s)\n", This, format, debug_d3dformat(format));
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if (format == WINED3DFMT_UNKNOWN) {
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This->resource.size = 0;
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} else if (format == WINED3DFMT_DXT1) {
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@ -2420,10 +2420,10 @@ static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3D
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} else {
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UINT yoffset = Src->currentDesc.Height - srect->y1 + drect->y1 - 1;
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/* I have to process this row by row to swap the image,
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* otherwise it would be upside down, so streching in y direction
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* otherwise it would be upside down, so stretching in y direction
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* doesn't cost extra time
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*
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* However, streching in x direction can be avoided if not necessary
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* However, stretching in x direction can be avoided if not necessary
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*/
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for(row = drect->y1; row < drect->y2; row++) {
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if( (xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) {
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@ -2763,7 +2763,7 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *
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* untouched. Therefore it's necessary to override the swap effect
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* and to set it back after the flip.
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*
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* Windowed Direct3D < 7 apps do the same. The D3D7 sdk demso are nice
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* Windowed Direct3D < 7 apps do the same. The D3D7 sdk demos are nice
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* testcases.
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*/
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@ -2807,7 +2807,7 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *
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IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_SAMPLER(0));
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IWineD3DSurface_PreLoad((IWineD3DSurface *) This);
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/* Make sure that the top pixel is always above the bottom pixel, and keep a seperate upside down flag
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/* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
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* glCopyTexSubImage is a bit picky about the parameters we pass to it
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*/
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if(SrcRect) {
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@ -2919,7 +2919,7 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *
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*
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* Just modify the color keying parameters in the surface and restore them afterwards
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* The surface keeps track of the color key last used to load the opengl surface.
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* PreLoad will catch the change to the flags and color key and reload if neccessary.
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* PreLoad will catch the change to the flags and color key and reload if necessary.
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*/
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if(Flags & WINEDDBLT_KEYSRC) {
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/* Use color key from surface */
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@ -3416,7 +3416,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
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if ((This->pow2Width > GL_LIMITS(texture_size) || This->pow2Height > GL_LIMITS(texture_size)) && !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL))) {
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/* one of three options
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1: Do the same as we do with nonpow 2 and scale the texture, (any texture ops would require the texture to be scaled which is potentially slow)
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2: Set the texture to the maxium size (bad idea)
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2: Set the texture to the maximum size (bad idea)
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3: WARN and return WINED3DERR_NOTAVAILABLE;
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4: Create the surface, but allow it to be used only for DirectDraw Blts. Some apps(e.g. Swat 3) create textures with a Height of 16 and a Width > 3000 and blt 16x16 letter areas from them to the render target.
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*/
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