Merge pull request #14289 from Sintendo/typos

Fix various typos and spelling mistakes
This commit is contained in:
JMC47
2026-01-17 19:10:50 -05:00
committed by GitHub
101 changed files with 245 additions and 243 deletions

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@@ -43,7 +43,7 @@ public:
void TransitionToState(D3D12_RESOURCE_STATES state) const;
// Destoys the resource backing this texture. The resource must not be in use by the GPU.
// Destroys the resource backing this texture. The resource must not be in use by the GPU.
void DestroyResource();
private:

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@@ -316,7 +316,7 @@ bool SwapChain::ChangeSurface(void* native_handle)
{
DestroySwapChain();
m_wsi.render_surface = native_handle;
// We only keep the swap chain settings (HDR/Stereo) that had successfully applied beofre
// We only keep the swap chain settings (HDR/Stereo) that had successfully applied before
return CreateSwapChain(m_stereo, m_hdr);
}

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@@ -891,7 +891,7 @@ void Metal::StateTracker::PrepareCompute()
{
m_dirty_textures &= ~pipe->GetTextures();
// Since there's two sets of textures, it's likely there'll be a few in each
// Check each set separately to avoid doing too many unneccessary bindings
// Check each set separately to avoid doing too many unnecessary bindings
constexpr u32 lo_mask = (1 << VideoCommon::MAX_COMPUTE_SHADER_SAMPLERS) - 1;
if (u32 lo = dirty & lo_mask)
{

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@@ -274,7 +274,7 @@ bool PopulateConfig(GLContext* m_main_gl_context)
if (!GLExtensions::Supports("GL_ARB_sampler_objects"))
{
// Our sampler cache uses this extension. It could easyly be workaround and it's by far the
// Our sampler cache uses this extension. It could easily be workaround and it's by far the
// highest requirement, but it seems that no driver lacks support for it.
PanicAlertFmtT("GPU: OGL ERROR: Need GL_ARB_sampler_objects.\n"
"GPU: Does your video card support OpenGL 3.3?");

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@@ -133,7 +133,7 @@ bool VideoBackend::FillBackendInfo(GLContext* context)
g_backend_info.bSupportsPipelineCacheData = false;
g_backend_info.bSupportsLodBiasInSampler = true;
g_backend_info.bSupportsPartialMultisampleResolve = true;
// Unneccessary since OGL doesn't use pipelines
// Unnecessary since OGL doesn't use pipelines
g_backend_info.bSupportsDynamicVertexLoader = false;
// TODO: There is a bug here, if texel buffers or SSBOs/atomics are not supported the graphics

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@@ -42,7 +42,7 @@ StreamBuffer::~StreamBuffer()
* The next three functions are to create/delete/use the OpenGL synchronization.
* ARB_sync (OpenGL 3.2) is used and required.
*
* To reduce overhead, the complete buffer is splitted up into SYNC_POINTS chunks.
* To reduce overhead, the complete buffer is split up into SYNC_POINTS chunks.
* For each of this chunks, there is a fence which checks if this chunk is still in use.
*
* As our API allows to alloc more memory then it has to use, we have to catch how much is already

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@@ -129,7 +129,7 @@ void SWGfx::SetScissorRect(const MathUtil::Rectangle<int>& rc)
{
// BPFunctions calls SetScissorRect with the "best" scissor rect whenever the viewport or scissor
// changes. However, the software renderer is actually able to use multiple scissor rects (which
// is necessary in a few renderering edge cases, such as with Major Minor's Majestic March).
// is necessary in a few rendering edge cases, such as with Major Minor's Majestic March).
// Thus, we use this as a signal to update the list of scissor rects, but ignore the parameter.
Rasterizer::ScissorChanged();
}

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@@ -42,7 +42,7 @@ public:
// Fence "counters" are used to track which commands have been completed by the GPU.
// If the last completed fence counter is greater or equal to N, it means that the work
// associated counter N has been completed by the GPU. The value of N to associate with
// commands can be retreived by calling GetCurrentFenceCounter().
// commands can be retrieved by calling GetCurrentFenceCounter().
u64 GetCompletedFenceCounter() const { return m_completed_fence_counter; }
// Gets the fence that will be signaled when the currently executing command buffer is

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@@ -66,7 +66,7 @@ public:
void SetViewport(const VkViewport& viewport);
void SetScissor(const VkRect2D& scissor);
// Binds all dirty state to the commmand buffer.
// Binds all dirty state to the command buffer.
// If this returns false, you should not issue the draw.
bool Bind();