diff options
author | Bryan Cain <[email protected]> | 2011-04-23 19:29:15 -0500 |
---|---|---|
committer | Kenneth Graunke <[email protected]> | 2011-04-23 21:33:47 -0700 |
commit | f18a086326b2bc832a3c181e6bbec6a62e1b3fcd (patch) | |
tree | b375a1c07f86e0ea5b872bb0349d65dd8945ac4d | |
parent | 6372660d122f4056dffb56d1b93dbd1bbc661f67 (diff) |
glsl: Fix typos in comments.
-rw-r--r-- | src/glsl/linker.cpp | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp index 17492357f2d..255edc6a76f 100644 --- a/src/glsl/linker.cpp +++ b/src/glsl/linker.cpp @@ -510,7 +510,7 @@ cross_validate_outputs_to_inputs(struct gl_shader_program *prog, */ if (input->type != output->type) { /* 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 * language in the GLSL spec that implies the fragment shader * 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 * fixed-function state), adjust the number of state slots to * 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. * Determine the number of slots per array element by dividing by * 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 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. * * 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 * 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); - /* 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 * to prevent it from being automatically allocated below. */ @@ -1610,7 +1610,7 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog) 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. */ for (unsigned i = prev + 1; i < MESA_SHADER_TYPES; i++) { |