Fix remaining typos (#7921)

* Fix remaining typos

Found via `codespell -q 3 -S *.hex,*.pdf,./src/libm,./src/hidapi,./src/stdlib/SDL_malloc.c,./src/video/x11/edid.h -L caf,currenty,datas,einstance,fo,hda,lod,mata,parm,parms,pevent,pevents,pixelx,requestor,ser,statics,te,texturers,thid,uscaled,windowz`
This commit is contained in:
luzpaz
2023-07-03 15:46:47 -04:00
committed by GitHub
parent 65e1d568ef
commit 37e567994d
55 changed files with 85 additions and 85 deletions

View File

@@ -1311,7 +1311,7 @@ SDL_Texture *SDL_CreateTextureFromSurface(SDL_Renderer *renderer, SDL_Surface *s
direct_update = SDL_TRUE;
}
} else {
/* Surface and Renderer formats are differents, it needs an intermediate conversion. */
/* Surface and Renderer formats are different, it needs an intermediate conversion. */
direct_update = SDL_FALSE;
}

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@@ -2364,7 +2364,7 @@ static int D3D12_SetDrawState(SDL_Renderer *renderer, const SDL_RenderCommand *c
NOTE: Although it may seem inefficient to linearly search through ~450 pipelines
to find the correct one, in profiling this doesn't come up at all.
It's unlikely that using a hash table would affect performance a measurable amount unless
it's a degenerate case that's chaning the pipline state dozens of times per frame.
it's a degenerate case that's changing the pipeline state dozens of times per frame.
*/
rendererData->currentPipelineState = NULL;
for (i = 0; i < rendererData->pipelineStateCount; ++i) {

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@@ -173,7 +173,7 @@ static void PS2_SetTextureScaleMode(SDL_Renderer *renderer, SDL_Texture *texture
GSTEXTURE *ps2_texture = (GSTEXTURE *)texture->driverdata;
/*
set texture filtering according to scaleMode
suported hint values are nearest (0, default) or linear (1)
supported hint values are nearest (0, default) or linear (1)
gskit scale mode is either GS_FILTER_NEAREST (good for tile-map)
or GS_FILTER_LINEAR (good for scaling)
*/

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@@ -1027,7 +1027,7 @@ static int PSP_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, v
Uint8 *gpumem = NULL;
StartDrawing(renderer);
/* note that before the renderer interface change, this would do extrememly small
/* note that before the renderer interface change, this would do extremely small
batches with sceGuGetMemory()--a few vertices at a time--and it's not clear that
this won't fail if you try to push 100,000 draw calls in a single batch.
I don't know what the limits on PSP hardware are. It might be useful to have

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@@ -546,7 +546,7 @@
ErrorAdj = ((unsigned long)DeltaX << 16) / (unsigned long)DeltaY; \
/* Draw all pixels other than the first and last */ \
while (--DeltaY) { \
ErrorAccTemp = ErrorAcc; /* remember currrent accumulated error */ \
ErrorAccTemp = ErrorAcc; /* remember current accumulated error */ \
ErrorAcc += ErrorAdj; /* calculate error for next pixel */ \
if (ErrorAcc <= ErrorAccTemp) { \
/* The error accumulator turned over, so advance the X coord */ \
@@ -581,7 +581,7 @@
ErrorAdj = ((unsigned long)DeltaY << 16) / (unsigned long)DeltaX; \
/* Draw all pixels other than the first and last */ \
while (--DeltaX) { \
ErrorAccTemp = ErrorAcc; /* remember currrent accumulated error */ \
ErrorAccTemp = ErrorAcc; /* remember current accumulated error */ \
ErrorAcc += ErrorAdj; /* calculate error for next pixel */ \
if (ErrorAcc <= ErrorAccTemp) { \
/* The error accumulator turned over, so advance the Y coord */ \

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@@ -27,7 +27,7 @@
#include "../../video/SDL_blit.h"
/* fixed points bits precision
* Set to 1, so that it can start rendering wth middle of a pixel precision.
* Set to 1, so that it can start rendering with middle of a pixel precision.
* It doesn't need to be increased.
* But, if increased too much, it overflows (srcx, srcy) coordinates used for filling with texture.
* (which could be turned to int64).

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@@ -601,7 +601,7 @@ static void VITA_GXM_SetTextureScaleMode(SDL_Renderer *renderer, SDL_Texture *te
/*
set texture filtering according to scaleMode
suported hint values are nearest (0, default) or linear (1)
supported hint values are nearest (0, default) or linear (1)
vitaScaleMode is either SCE_GXM_TEXTURE_FILTER_POINT (good for tile-map)
or SCE_GXM_TEXTURE_FILTER_LINEAR (good for scaling)
*/

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@@ -526,7 +526,7 @@ int gxm_init(SDL_Renderer *renderer)
// set the stencil test reference (this is currently assumed to always remain 1 after here for region clipping)
sceGxmSetFrontStencilRef(data->gxm_context, 1);
// set the stencil function (this wouldn't actually be needed, as the set clip rectangle function has to call this at the begginning of every scene)
// set the stencil function (this wouldn't actually be needed, as the set clip rectangle function has to call this at the beginning of every scene)
sceGxmSetFrontStencilFunc(
data->gxm_context,
SCE_GXM_STENCIL_FUNC_ALWAYS,