cb = sizeof(sid_buffer);
if (!pCreateWellKnownSid(i, domainsid, sid_buffer, &cb))
{
- skip("Well know SIDs starting from %d are not implemented\n", i);
+ skip("Well known SIDs starting from %d are not implemented\n", i);
break;
}
}
/***********************************************************************
* D3DXCheckVersion
- * Checks wether we are compiling against the correct d3d and d3dx library.
+ * Checks whether we are compiling against the correct d3d and d3dx library.
*/
BOOL WINAPI D3DXCheckVersion(UINT d3dsdkvers, UINT d3dxsdkvers)
{
/***********************************************************************
* D3DXCheckVersion
- * Checks wether we are compiling against the correct d3d and d3dx library.
+ * Checks whether we are compiling against the correct d3d and d3dx library.
*/
BOOL WINAPI D3DXCheckVersion(UINT d3dsdkvers, UINT d3dxsdkvers)
{
/***********************************************************************
* D3DXCheckVersion
- * Checks wether we are compiling against the correct d3d and d3dx library.
+ * Checks whether we are compiling against the correct d3d and d3dx library.
*/
BOOL WINAPI D3DXCheckVersion(UINT d3dsdkvers, UINT d3dxsdkvers)
{
/***********************************************************************
* D3DXCheckVersion
- * Checks wether we are compiling against the correct d3d and d3dx library.
+ * Checks whether we are compiling against the correct d3d and d3dx library.
*/
BOOL WINAPI D3DXCheckVersion(UINT d3dsdkvers, UINT d3dxsdkvers)
{
/***********************************************************************
* D3DXCheckVersion
- * Checks wether we are compiling against the correct d3d and d3dx library.
+ * Checks whether we are compiling against the correct d3d and d3dx library.
*/
BOOL WINAPI D3DXCheckVersion(UINT d3dsdkvers, UINT d3dxsdkvers)
{
/***********************************************************************
* D3DXCheckVersion
- * Checks wether we are compiling against the correct d3d and d3dx library.
+ * Checks whether we are compiling against the correct d3d and d3dx library.
*/
BOOL WINAPI D3DXCheckVersion(UINT d3dsdkvers, UINT d3dxsdkvers)
{
/***********************************************************************
* D3DXCheckVersion
- * Checks wether we are compiling against the correct d3d and d3dx library.
+ * Checks whether we are compiling against the correct d3d and d3dx library.
*/
BOOL WINAPI D3DXCheckVersion(UINT d3dsdkvers, UINT d3dxsdkvers)
{
/***********************************************************************
* D3DXCheckVersion
- * Checks wether we are compiling against the correct d3d and d3dx library.
+ * Checks whether we are compiling against the correct d3d and d3dx library.
*/
BOOL WINAPI D3DXCheckVersion(UINT d3dsdkvers, UINT d3dxsdkvers)
{
/***********************************************************************
* D3DXCheckVersion
- * Checks wether we are compiling against the correct d3d and d3dx library.
+ * Checks whether we are compiling against the correct d3d and d3dx library.
*/
BOOL WINAPI D3DXCheckVersion(UINT d3dsdkvers, UINT d3dxsdkvers)
{
/***********************************************************************
* D3DXCheckVersion
- * Checks wether we are compiling against the correct d3d and d3dx library.
+ * Checks whether we are compiling against the correct d3d and d3dx library.
*/
BOOL WINAPI D3DXCheckVersion(UINT d3dsdkvers, UINT d3dxsdkvers)
{
/***********************************************************************
* D3DXCheckVersion
- * Checks wether we are compiling against the correct d3d and d3dx library.
+ * Checks whether we are compiling against the correct d3d and d3dx library.
*/
BOOL WINAPI D3DXCheckVersion(UINT d3dsdkvers, UINT d3dxsdkvers)
{
/***********************************************************************
* D3DXCheckVersion
- * Checks wether we are compiling against the correct d3d and d3dx library.
+ * Checks whether we are compiling against the correct d3d and d3dx library.
*/
BOOL WINAPI D3DXCheckVersion(UINT d3dsdkvers, UINT d3dxsdkvers)
{
/***********************************************************************
* D3DXCheckVersion
- * Checks wether we are compiling against the correct d3d and d3dx library.
+ * Checks whether we are compiling against the correct d3d and d3dx library.
*/
BOOL WINAPI D3DXCheckVersion(UINT d3dsdkvers, UINT d3dxsdkvers)
{
TRACE("%p\n", This);
- /* If have a NULL or empty string, dont do anything. */
+ /* If have a NULL or empty string, don't do anything. */
if(SysStringLen(p) == 0)
return S_OK;
TRACE("%p type(%d)\n", This, This->node->type);
/* Document, Document Fragment, Document Type, Element,
- Entity, Entity Reference, Notation arent supported. */
+ Entity, Entity Reference, Notation aren't supported. */
switch ( This->node->type )
{
case XML_ATTRIBUTE_NODE:
/* test put_data */
V_VT(&var) = VT_BSTR;
- V_BSTR(&var) = SysAllocString(szOpen); /* Doesnt matter what the string is, cannot set an xml node. */
+ V_BSTR(&var) = SysAllocString(szOpen); /* Doesn't matter what the string is, cannot set an xml node. */
r = IXMLDOMProcessingInstruction_put_nodeValue(nodePI, var);
ok(r == E_FAIL, "ret %08x\n", r );
VariantClear(&var);
TRACE("%p\n", This);
- /* If have a NULL or empty string, dont do anything. */
+ /* If have a NULL or empty string, don't do anything. */
if(SysStringLen(p) == 0)
return S_OK;
CoInitialize(NULL);
for (test = tests; *test; ++test)
{
- /* Keep state seperate between tests. */
+ /* Keep state separate between tests. */
if (!setup())
{
skip("Unable to setup test\n");
CoInitialize(NULL);
for (test = tests; *test; ++test)
{
- /* Keep state seperate between tests. */
+ /* Keep state separate between tests */
if (!setup())
{
teardown();
return;
}
ok(progress.BytesTotal == BG_SIZE_UNKNOWN, "Got incorrect total size: %llu\n", progress.BytesTotal);
- ok(progress.BytesTransferred == 0, "Got incorrect number of transfered bytes: %llu\n", progress.BytesTransferred);
+ ok(progress.BytesTransferred == 0, "Got incorrect number of transferred bytes: %llu\n", progress.BytesTransferred);
ok(progress.Completed == FALSE, "Got incorret completion status\n");
}
CoInitialize(NULL);
for (test = tests; *test; ++test)
{
- /* Keep state seperate between tests. */
+ /* Keep state separate between tests. */
if (!setup())
{
skip("Unable to setup test\n");
CoInitialize(NULL);
for (test = tests; *test; ++test)
{
- /* Keep state seperate between tests. */
+ /* Keep state separate between tests. */
if (!setup())
{
skip("Unable to setup test\n");
}
static BOOL shader_glsl_dirty_const(IWineD3DDevice *iface) {
- /* TODO: GL_EXT_bindable_uniform can be used to share constants accross shaders */
+ /* TODO: GL_EXT_bindable_uniform can be used to share constants across shaders */
return FALSE;
}
* Redirect stdin, stdout and/or stderr if required.
*/
- /* STDIN could come from a preceeding pipe, so delete on close if it does */
+ /* STDIN could come from a preceding pipe, so delete on close if it does */
if (cmdList && (*cmdList)->pipeFile[0] != 0x00) {
WINE_TRACE("Input coming from %s\n", wine_dbgstr_w((*cmdList)->pipeFile));
h = CreateFile ((*cmdList)->pipeFile, GENERIC_READ,