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glsl: Fix typos in comments.
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6372660d12
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1 changed files with 6 additions and 6 deletions
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@ -510,7 +510,7 @@ cross_validate_outputs_to_inputs(struct gl_shader_program *prog,
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*/
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*/
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if (input->type != output->type) {
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if (input->type != output->type) {
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/* There is a bit of a special case for gl_TexCoord. This
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/* There is a bit of a special case for gl_TexCoord. This
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* built-in is unsized by default. Appliations that variable
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* built-in is unsized by default. Applications that variable
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* access it must redeclare it with a size. There is some
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* access it must redeclare it with a size. There is some
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* language in the GLSL spec that implies the fragment shader
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* language in the GLSL spec that implies the fragment shader
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* and vertex shader do not have to agree on this size. Other
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* and vertex shader do not have to agree on this size. Other
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@ -997,7 +997,7 @@ update_array_sizes(struct gl_shader_program *prog)
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/* If this is a built-in uniform (i.e., it's backed by some
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/* If this is a built-in uniform (i.e., it's backed by some
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* fixed-function state), adjust the number of state slots to
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* fixed-function state), adjust the number of state slots to
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* match the new array size. The number of slots per array entry
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* match the new array size. The number of slots per array entry
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* is not known. It seems saft to assume that the total number of
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* is not known. It seems safe to assume that the total number of
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* slots is an integer multiple of the number of array elements.
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* slots is an integer multiple of the number of array elements.
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* Determine the number of slots per array element by dividing by
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* Determine the number of slots per array element by dividing by
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* the old (total) size.
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* the old (total) size.
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@ -1163,7 +1163,7 @@ assign_uniform_locations(struct gl_shader_program *prog)
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/**
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/**
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* Find a contiguous set of available bits in a bitmask
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* Find a contiguous set of available bits in a bitmask.
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*
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*
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* \param used_mask Bits representing used (1) and unused (0) locations
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* \param used_mask Bits representing used (1) and unused (0) locations
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* \param needed_count Number of contiguous bits needed.
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* \param needed_count Number of contiguous bits needed.
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@ -1210,7 +1210,7 @@ assign_attribute_locations(gl_shader_program *prog, unsigned max_attribute_index
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* 1. Invalidate the location assignments for all vertex shader inputs.
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* 1. Invalidate the location assignments for all vertex shader inputs.
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*
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*
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* 2. Assign locations for inputs that have user-defined (via
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* 2. Assign locations for inputs that have user-defined (via
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* glBindVertexAttribLocation) locatoins.
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* glBindVertexAttribLocation) locations.
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*
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*
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* 3. Sort the attributes without assigned locations by number of slots
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* 3. Sort the attributes without assigned locations by number of slots
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* required in decreasing order. Fragmentation caused by attribute
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* required in decreasing order. Fragmentation caused by attribute
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@ -1349,7 +1349,7 @@ assign_attribute_locations(gl_shader_program *prog, unsigned max_attribute_index
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qsort(to_assign, num_attr, sizeof(to_assign[0]), temp_attr::compare);
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qsort(to_assign, num_attr, sizeof(to_assign[0]), temp_attr::compare);
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/* VERT_ATTRIB_GENERIC0 is a psdueo-alias for VERT_ATTRIB_POS. It can only
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/* VERT_ATTRIB_GENERIC0 is a pseudo-alias for VERT_ATTRIB_POS. It can only
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* be explicitly assigned by via glBindAttribLocation. Mark it as reserved
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* be explicitly assigned by via glBindAttribLocation. Mark it as reserved
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* to prevent it from being automatically allocated below.
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* to prevent it from being automatically allocated below.
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*/
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*/
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@ -1610,7 +1610,7 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
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break;
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break;
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}
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}
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/* Validate the inputs of each stage with the output of the preceeding
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/* Validate the inputs of each stage with the output of the preceding
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* stage.
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* stage.
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*/
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*/
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for (unsigned i = prev + 1; i < MESA_SHADER_TYPES; i++) {
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for (unsigned i = prev + 1; i < MESA_SHADER_TYPES; i++) {
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