vkd3d: Fix a few typos in the comments.

Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
This commit is contained in:
Nikolay Sivov
2024-08-17 00:21:21 +02:00
committed by Henri Verbeet
parent 4467c655f0
commit d1b8a7e745
Notes: Henri Verbeet 2024-08-19 14:30:10 +02:00
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1002
7 changed files with 12 additions and 12 deletions

View File

@@ -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);

View File

@@ -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