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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`
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@@ -1311,7 +1311,7 @@ SDL_Texture *SDL_CreateTextureFromSurface(SDL_Renderer *renderer, SDL_Surface *s
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direct_update = SDL_TRUE;
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}
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} else {
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/* Surface and Renderer formats are differents, it needs an intermediate conversion. */
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/* Surface and Renderer formats are different, it needs an intermediate conversion. */
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direct_update = SDL_FALSE;
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}
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@@ -2364,7 +2364,7 @@ static int D3D12_SetDrawState(SDL_Renderer *renderer, const SDL_RenderCommand *c
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NOTE: Although it may seem inefficient to linearly search through ~450 pipelines
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to find the correct one, in profiling this doesn't come up at all.
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It's unlikely that using a hash table would affect performance a measurable amount unless
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it's a degenerate case that's chaning the pipline state dozens of times per frame.
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it's a degenerate case that's changing the pipeline state dozens of times per frame.
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*/
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rendererData->currentPipelineState = NULL;
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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
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GSTEXTURE *ps2_texture = (GSTEXTURE *)texture->driverdata;
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/*
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set texture filtering according to scaleMode
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suported hint values are nearest (0, default) or linear (1)
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supported hint values are nearest (0, default) or linear (1)
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gskit scale mode is either GS_FILTER_NEAREST (good for tile-map)
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or GS_FILTER_LINEAR (good for scaling)
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*/
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@@ -1027,7 +1027,7 @@ static int PSP_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, v
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Uint8 *gpumem = NULL;
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StartDrawing(renderer);
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/* note that before the renderer interface change, this would do extrememly small
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/* note that before the renderer interface change, this would do extremely small
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batches with sceGuGetMemory()--a few vertices at a time--and it's not clear that
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this won't fail if you try to push 100,000 draw calls in a single batch.
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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 @@
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ErrorAdj = ((unsigned long)DeltaX << 16) / (unsigned long)DeltaY; \
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/* Draw all pixels other than the first and last */ \
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while (--DeltaY) { \
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ErrorAccTemp = ErrorAcc; /* remember currrent accumulated error */ \
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ErrorAccTemp = ErrorAcc; /* remember current accumulated error */ \
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ErrorAcc += ErrorAdj; /* calculate error for next pixel */ \
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if (ErrorAcc <= ErrorAccTemp) { \
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/* The error accumulator turned over, so advance the X coord */ \
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@@ -581,7 +581,7 @@
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ErrorAdj = ((unsigned long)DeltaY << 16) / (unsigned long)DeltaX; \
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/* Draw all pixels other than the first and last */ \
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while (--DeltaX) { \
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ErrorAccTemp = ErrorAcc; /* remember currrent accumulated error */ \
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ErrorAccTemp = ErrorAcc; /* remember current accumulated error */ \
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ErrorAcc += ErrorAdj; /* calculate error for next pixel */ \
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if (ErrorAcc <= ErrorAccTemp) { \
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/* The error accumulator turned over, so advance the Y coord */ \
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@@ -27,7 +27,7 @@
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#include "../../video/SDL_blit.h"
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/* fixed points bits precision
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* Set to 1, so that it can start rendering wth middle of a pixel precision.
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* Set to 1, so that it can start rendering with middle of a pixel precision.
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* It doesn't need to be increased.
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* But, if increased too much, it overflows (srcx, srcy) coordinates used for filling with texture.
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* (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
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/*
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set texture filtering according to scaleMode
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suported hint values are nearest (0, default) or linear (1)
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supported hint values are nearest (0, default) or linear (1)
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vitaScaleMode is either SCE_GXM_TEXTURE_FILTER_POINT (good for tile-map)
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or SCE_GXM_TEXTURE_FILTER_LINEAR (good for scaling)
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*/
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@@ -526,7 +526,7 @@ int gxm_init(SDL_Renderer *renderer)
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// set the stencil test reference (this is currently assumed to always remain 1 after here for region clipping)
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sceGxmSetFrontStencilRef(data->gxm_context, 1);
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// 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)
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// 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)
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sceGxmSetFrontStencilFunc(
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data->gxm_context,
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SCE_GXM_STENCIL_FUNC_ALWAYS,
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