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authorBryan Cain <bryancain3@gmail.com>2011-04-23 19:29:15 -0500
committerKenneth Graunke <kenneth@whitecape.org>2011-04-23 21:33:47 -0700
commitf18a086326b2bc832a3c181e6bbec6a62e1b3fcd (patch)
treeb375a1c07f86e0ea5b872bb0349d65dd8945ac4d
parent6372660d122f4056dffb56d1b93dbd1bbc661f67 (diff)
glsl: Fix typos in comments.
-rw-r--r--src/glsl/linker.cpp12
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++) {