glsl: Fix typos in comments.

This commit is contained in:
Bryan Cain 2011-04-23 19:29:15 -05:00 committed by Kenneth Graunke
parent 6372660d12
commit f18a086326

View file

@ -510,7 +510,7 @@ cross_validate_outputs_to_inputs(struct gl_shader_program *prog,
*/ */
if (input->type != output->type) { if (input->type != output->type) {
/* There is a bit of a special case for gl_TexCoord. This /* There is a bit of a special case for gl_TexCoord. This
* built-in is unsized by default. Appliations that variable * built-in is unsized by default. Applications that variable
* access it must redeclare it with a size. There is some * access it must redeclare it with a size. There is some
* language in the GLSL spec that implies the fragment shader * language in the GLSL spec that implies the fragment shader
* and vertex shader do not have to agree on this size. Other * and vertex shader do not have to agree on this size. Other
@ -997,7 +997,7 @@ update_array_sizes(struct gl_shader_program *prog)
/* If this is a built-in uniform (i.e., it's backed by some /* If this is a built-in uniform (i.e., it's backed by some
* fixed-function state), adjust the number of state slots to * fixed-function state), adjust the number of state slots to
* match the new array size. The number of slots per array entry * match the new array size. The number of slots per array entry
* is not known. It seems saft to assume that the total number of * is not known. It seems safe to assume that the total number of
* slots is an integer multiple of the number of array elements. * slots is an integer multiple of the number of array elements.
* Determine the number of slots per array element by dividing by * Determine the number of slots per array element by dividing by
* the old (total) size. * the old (total) size.
@ -1163,7 +1163,7 @@ assign_uniform_locations(struct gl_shader_program *prog)
/** /**
* Find a contiguous set of available bits in a bitmask * Find a contiguous set of available bits in a bitmask.
* *
* \param used_mask Bits representing used (1) and unused (0) locations * \param used_mask Bits representing used (1) and unused (0) locations
* \param needed_count Number of contiguous bits needed. * \param needed_count Number of contiguous bits needed.
@ -1210,7 +1210,7 @@ assign_attribute_locations(gl_shader_program *prog, unsigned max_attribute_index
* 1. Invalidate the location assignments for all vertex shader inputs. * 1. Invalidate the location assignments for all vertex shader inputs.
* *
* 2. Assign locations for inputs that have user-defined (via * 2. Assign locations for inputs that have user-defined (via
* glBindVertexAttribLocation) locatoins. * glBindVertexAttribLocation) locations.
* *
* 3. Sort the attributes without assigned locations by number of slots * 3. Sort the attributes without assigned locations by number of slots
* required in decreasing order. Fragmentation caused by attribute * required in decreasing order. Fragmentation caused by attribute
@ -1349,7 +1349,7 @@ assign_attribute_locations(gl_shader_program *prog, unsigned max_attribute_index
qsort(to_assign, num_attr, sizeof(to_assign[0]), temp_attr::compare); qsort(to_assign, num_attr, sizeof(to_assign[0]), temp_attr::compare);
/* VERT_ATTRIB_GENERIC0 is a psdueo-alias for VERT_ATTRIB_POS. It can only /* VERT_ATTRIB_GENERIC0 is a pseudo-alias for VERT_ATTRIB_POS. It can only
* be explicitly assigned by via glBindAttribLocation. Mark it as reserved * be explicitly assigned by via glBindAttribLocation. Mark it as reserved
* to prevent it from being automatically allocated below. * to prevent it from being automatically allocated below.
*/ */
@ -1610,7 +1610,7 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
break; break;
} }
/* Validate the inputs of each stage with the output of the preceeding /* Validate the inputs of each stage with the output of the preceding
* stage. * stage.
*/ */
for (unsigned i = prev + 1; i < MESA_SHADER_TYPES; i++) { for (unsigned i = prev + 1; i < MESA_SHADER_TYPES; i++) {