vkd3d: Fix some spelling mistakes.

This commit is contained in:
Nikolay Sivov 2023-11-12 02:49:49 +01:00 committed by Alexandre Julliard
parent 3203485a7c
commit e7422fdefb
Notes: Alexandre Julliard 2023-11-13 23:30:29 +01:00
Approved-by: Giovanni Mascellani (@giomasce)
Approved-by: Henri Verbeet (@hverbeet)
Approved-by: Alexandre Julliard (@julliard)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/468
3 changed files with 4 additions and 4 deletions

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@ -2536,7 +2536,7 @@ static HRESULT STDMETHODCALLTYPE d3d12_command_list_Reset(ID3D12GraphicsCommandL
static void STDMETHODCALLTYPE d3d12_command_list_ClearState(ID3D12GraphicsCommandList5 *iface,
ID3D12PipelineState *pipeline_state)
{
FIXME("iface %p, pipline_state %p stub!\n", iface, pipeline_state);
FIXME("iface %p, pipeline_state %p stub!\n", iface, pipeline_state);
}
static bool d3d12_command_list_has_depth_stencil_view(struct d3d12_command_list *list)

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@ -836,7 +836,7 @@ static unsigned int vk_heap_binding_count_from_descriptor_range(const struct d3d
else
{
/* Prefer an unsupported binding count vs a zero count, because shader compilation will fail
* to match a declaration to a zero binding, resulting in failure of pipline state creation. */
* to match a declaration to a zero binding, resulting in failure of pipeline state creation. */
return max_count + !max_count;
}
}
@ -3236,7 +3236,7 @@ static HRESULT d3d12_pipeline_state_init_graphics(struct d3d12_pipeline_state *s
graphics->ms_desc.alphaToCoverageEnable = desc->BlendState.AlphaToCoverageEnable;
graphics->ms_desc.alphaToOneEnable = VK_FALSE;
/* We defer creating the render pass for pipelines wth DSVFormat equal to
/* We defer creating the render pass for pipelines with DSVFormat equal to
* DXGI_FORMAT_UNKNOWN. We take the actual DSV format from the bound DSV. */
if (is_dsv_format_unknown)
graphics->render_pass = VK_NULL_HANDLE;

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@ -1099,7 +1099,7 @@ HRESULT d3d12_query_heap_create(struct d3d12_device *device,
struct d3d12_query_heap *unsafe_impl_from_ID3D12QueryHeap(ID3D12QueryHeap *iface);
/* A Vulkan query has to be issued at least one time before the result is
* available. In D3D12 it is legal to get query reults for not issued queries.
* available. In D3D12 it is legal to get query results for not issued queries.
*/
static inline bool d3d12_query_heap_is_result_available(const struct d3d12_query_heap *heap,
unsigned int query_index)