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

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@ -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,

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@ -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 "??";

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@ -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;

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@ -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;

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@ -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. */

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@ -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);

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@ -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