From d1b8a7e745da6fd5c34fa89158266477dee3c303 Mon Sep 17 00:00:00 2001 From: Nikolay Sivov Date: Sat, 17 Aug 2024 00:21:21 +0200 Subject: [PATCH] vkd3d: Fix a few typos in the comments. Signed-off-by: Nikolay Sivov --- include/vkd3d_shader.h | 2 +- libs/vkd3d-shader/d3d_asm.c | 2 +- libs/vkd3d-shader/dxil.c | 4 ++-- libs/vkd3d-shader/hlsl.h | 4 ++-- libs/vkd3d-shader/ir.c | 8 ++++---- libs/vkd3d/resource.c | 2 +- libs/vkd3d/vkd3d_private.h | 2 +- 7 files changed, 12 insertions(+), 12 deletions(-) diff --git a/include/vkd3d_shader.h b/include/vkd3d_shader.h index d4756810..d37d8eba 100644 --- a/include/vkd3d_shader.h +++ b/include/vkd3d_shader.h @@ -1876,7 +1876,7 @@ enum vkd3d_shader_sysval_semantic VKD3D_SHADER_SV_VIEWPORT_ARRAY_INDEX = 0x05, /** Vertex ID; SV_VertexID in Direct3D. */ VKD3D_SHADER_SV_VERTEX_ID = 0x06, - /** Primtive ID; SV_PrimitiveID in Direct3D. */ + /** Primitive ID; SV_PrimitiveID in Direct3D. */ VKD3D_SHADER_SV_PRIMITIVE_ID = 0x07, /** Instance ID; SV_InstanceID in Direct3D. */ VKD3D_SHADER_SV_INSTANCE_ID = 0x08, diff --git a/libs/vkd3d-shader/d3d_asm.c b/libs/vkd3d-shader/d3d_asm.c index 2c2f0c43..77e97113 100644 --- a/libs/vkd3d-shader/d3d_asm.c +++ b/libs/vkd3d-shader/d3d_asm.c @@ -2251,7 +2251,7 @@ static const char *get_semantic_register_name(enum vkd3d_shader_sysval_semantic case VKD3D_SHADER_SV_DEPTH_GREATER_EQUAL: return "oDepthGE"; case VKD3D_SHADER_SV_DEPTH_LESS_EQUAL: return "oDepthLE"; /* SV_Coverage has name vCoverage when used as an input, - * but it doens't appear in the signature in that case. */ + * but it doesn't appear in the signature in that case. */ case VKD3D_SHADER_SV_COVERAGE: return "oMask"; case VKD3D_SHADER_SV_STENCIL_REF: return "oStencilRef"; default: return "??"; diff --git a/libs/vkd3d-shader/dxil.c b/libs/vkd3d-shader/dxil.c index 2a0bbe1a..4a17c622 100644 --- a/libs/vkd3d-shader/dxil.c +++ b/libs/vkd3d-shader/dxil.c @@ -4298,7 +4298,7 @@ static void sm6_parser_emit_binop(struct sm6_parser *sm6, const struct dxil_reco if (!(flags & FP_ALLOW_UNSAFE_ALGEBRA)) ins->flags |= VKD3DSI_PRECISE_X; flags &= ~FP_ALLOW_UNSAFE_ALGEBRA; - /* SPIR-V FPFastMathMode is only available in the Kernel executon model. */ + /* SPIR-V FPFastMathMode is only available in the Kernel execution model. */ silence_warning = !(flags & ~(FP_NO_NAN | FP_NO_INF | FP_NO_SIGNED_ZEROS | FP_ALLOW_RECIPROCAL)); break; case VKD3DSIH_IADD: @@ -5211,7 +5211,7 @@ static void sm6_parser_emit_dx_get_dimensions(struct sm6_parser *sm6, enum dx_in instruction_dst_param_init_temp_vector(ins++, sm6); state->temp_idx = 1; - /* DXIL does not have an instrinsic for sample info, and resinfo is expected to return + /* DXIL does not have an intrinsic for sample info, and resinfo is expected to return * the sample count in .w for MS textures. The result is always a struct of 4 x uint32. */ vsir_instruction_init(ins, &sm6->p.location, VKD3DSIH_SAMPLE_INFO); ins->flags = VKD3DSI_SAMPLE_INFO_UINT; diff --git a/libs/vkd3d-shader/hlsl.h b/libs/vkd3d-shader/hlsl.h index 37a46bb7..0e6469e4 100644 --- a/libs/vkd3d-shader/hlsl.h +++ b/libs/vkd3d-shader/hlsl.h @@ -410,7 +410,7 @@ struct hlsl_attribute /* Reservation of a register and/or an offset for objects inside constant buffers, to be used as a * starting point of their allocation. They are available through the register(·) and the - * packoffset(·) syntaxes, respectivelly. + * packoffset(·) syntaxes, respectively. * The constant buffer offset is measured register components. */ struct hlsl_reg_reservation { @@ -456,7 +456,7 @@ struct hlsl_ir_var * This pointer is NULL for others. */ struct hlsl_default_value { - /* Default value, in case the component is a string, othewise it is NULL. */ + /* Default value, in case the component is a string, otherwise it is NULL. */ const char *string; /* Default value, in case the component is a numeric value. */ union hlsl_constant_value_component number; diff --git a/libs/vkd3d-shader/ir.c b/libs/vkd3d-shader/ir.c index 5c33c40e..6dbe30b1 100644 --- a/libs/vkd3d-shader/ir.c +++ b/libs/vkd3d-shader/ir.c @@ -4226,7 +4226,7 @@ static enum vkd3d_result vsir_cfg_generate_synthetic_loop_intervals(struct vsir_ ACTION_EXTEND, } action = ACTION_CREATE_NEW; - /* We've already contructed loop intervals for the back + /* We've already constructed loop intervals for the back * edges, there's nothing more to do. */ if (vsir_block_dominates(successor, block)) continue; @@ -4484,7 +4484,7 @@ static enum vkd3d_result vsir_cfg_build_structured_program(struct vsir_cfg *cfg) VKD3D_ASSERT(inner_loop->type == STRUCTURE_TYPE_LOOP); /* Otherwise, if one of the branches is - * continueing the inner loop we're inside, + * continue-ing the inner loop we're inside, * make sure it's the false branch (because it * will be optimized out later). */ if (action_true.jump_type == JUMP_CONTINUE && action_true.target == inner_loop->u.loop.idx) @@ -5126,14 +5126,14 @@ static enum vkd3d_result vsir_cfg_structure_list_emit_jump(struct vsir_cfg *cfg, struct vsir_cfg_emit_target *target = cfg->target; const struct vkd3d_shader_location no_loc = {0}; /* Encode the jump target as the loop index plus a bit to remember whether - * we're breaking or continueing. */ + * we're breaking or continue-ing. */ unsigned int jump_target = jump->target << 1; enum vkd3d_shader_opcode opcode; switch (jump->type) { case JUMP_CONTINUE: - /* If we're continueing the loop we're directly inside, then we can emit a + /* If we're continue-ing the loop we're directly inside, then we can emit a * `continue'. Otherwise we first have to break all the loops between here * and the loop to continue, recording our intention to continue * in the lowest bit of jump_target. */ diff --git a/libs/vkd3d/resource.c b/libs/vkd3d/resource.c index ac29088b..6d6820d3 100644 --- a/libs/vkd3d/resource.c +++ b/libs/vkd3d/resource.c @@ -2184,7 +2184,7 @@ static HRESULT vkd3d_bind_heap_memory(struct d3d12_device *device, goto allocate_memory; } - /* Syncronisation is not required for binding, but vkMapMemory() may be called + /* Synchronisation is not required for binding, but vkMapMemory() may be called * from another thread and it requires exclusive access. */ vkd3d_mutex_lock(&heap->mutex); diff --git a/libs/vkd3d/vkd3d_private.h b/libs/vkd3d/vkd3d_private.h index d159ebbf..f5e68d0b 100644 --- a/libs/vkd3d/vkd3d_private.h +++ b/libs/vkd3d/vkd3d_private.h @@ -678,7 +678,7 @@ static inline void *d3d12_desc_get_object_ref(const volatile struct d3d12_desc * void *view; /* Some games, e.g. Shadow of the Tomb Raider, GRID 2019, and Horizon Zero Dawn, write descriptors - * from multiple threads without syncronisation. This is apparently valid in Windows. */ + * from multiple threads without synchronisation. This is apparently valid in Windows. */ for (;;) { do