[Mesa-dev] [PATCH] gallium docs: fixed typos, added r600

Nicolas Kaiser nikai at nikai.net
Tue Jul 27 04:51:03 PDT 2010


Fixed some typos, added r600.

Signed-off-by: Nicolas Kaiser <nikai at nikai.net>
---
 src/gallium/docs/source/context.rst     |   12 ++++++------
 src/gallium/docs/source/cso/sampler.rst |    6 +++---
 src/gallium/docs/source/distro.rst      |    6 ++++++
 src/gallium/docs/source/tgsi.rst        |   10 +++++-----
 4 files changed, 20 insertions(+), 14 deletions(-)

diff --git a/src/gallium/docs/source/context.rst b/src/gallium/docs/source/context.rst
index 4e35a4c..8f47ac5 100644
--- a/src/gallium/docs/source/context.rst
+++ b/src/gallium/docs/source/context.rst
@@ -76,7 +76,7 @@ If texture format is different than template format, it is said the texture
 is being cast to another format. Casting can be done only between compatible
 formats, that is formats that have matching component order and sizes.
 
-Swizzle fields specify they way in which fetched texel components are placed
+Swizzle fields specify the way in which fetched texel components are placed
 in the result register. For example, ``swizzle_r`` specifies what is going to be
 placed in first component of result register.
 
@@ -124,7 +124,7 @@ include several layers), this surface need not be bound to the framebuffer.
 
 ``clear_depth_stencil`` clears a single depth, stencil or depth/stencil surface
 with the specified depth and stencil values (for combined depth/stencil buffers,
-is is also possible to only clear one or the other part). While it is only
+it is also possible to only clear one or the other part). While it is only
 possible to clear one surface at a time (which can include several layers),
 this surface need not be bound to the framebuffer.
 
@@ -253,8 +253,8 @@ has completed, drawing will be predicated on the outcome of the query.
 
 If ``mode`` is PIPE_RENDER_COND_BY_REGION_WAIT or
 PIPE_RENDER_COND_BY_REGION_NO_WAIT rendering will be predicated as above
-for the non-REGION modes but in the case that an occulusion query returns
-a non-zero result, regions which were occluded may be ommitted by subsequent
+for the non-REGION modes but in the case that an occlusion query returns
+a non-zero result, regions which were occluded may be omitted by subsequent
 drawing commands.  This can result in better performance with some GPUs.
 Normally, if the occlusion query returned a non-zero result subsequent
 drawing happens normally so fragments may be generated, shaded and
@@ -306,8 +306,8 @@ is present) to be written to a buffer created with a ``PIPE_BIND_STREAM_OUTPUT``
 flag.
 
 First a stream output state needs to be created with the
-``create_stream_output_state`` call. It specific the details of what's being written,
-to which buffer and with what kind of a writemask.
+``create_stream_output_state`` call. It specifies the details of what's being
+written, to which buffer and with what kind of a writemask.
 
 Then target buffers needs to be set with the call to ``set_stream_output_buffers``
 which sets the buffers and the offsets from the start of those buffer to where
diff --git a/src/gallium/docs/source/cso/sampler.rst b/src/gallium/docs/source/cso/sampler.rst
index 9bbb784..24a6af8 100644
--- a/src/gallium/docs/source/cso/sampler.rst
+++ b/src/gallium/docs/source/cso/sampler.rst
@@ -28,7 +28,7 @@ The wrap modes are:
   border color is sampled when coords go outside the range [0,1].
 * ``PIPE_TEX_WRAP_CLAMP``: The coord is clamped to the range [0,1] before
   scaling to the texture size.  This corresponds to the legacy OpenGL GL_CLAMP
-  texture wrap mode.  Historically, this mode hasn't acted consistantly across
+  texture wrap mode.  Historically, this mode hasn't acted consistently across
   all graphics hardware.  It sometimes acts like CLAMP_TO_EDGE or
   CLAMP_TO_BORDER.  The behaviour may also vary depending on linear vs.
   nearest sampling mode.
@@ -102,8 +102,8 @@ border_color
     RGBA color used for texel coordinates that are outside the [0,width-1],
     [0, height-1] or [0, depth-1] ranges.
 max_anisotropy
-    Maximum anistropy ratio to use when sampling from textures.  For example,
-    if max_anistropy=4, a region of up to 1 by 4 texels will be sampled.
+    Maximum anisotropy ratio to use when sampling from textures.  For example,
+    if max_anisotropy=4, a region of up to 1 by 4 texels will be sampled.
     Set to zero to disable anisotropic filtering.  Any other setting enables
     anisotropic filtering, however it's not unexpected some drivers only will
     change their filtering with a setting of 2 and higher.
diff --git a/src/gallium/docs/source/distro.rst b/src/gallium/docs/source/distro.rst
index 6ba5a05..3bcc5d2 100644
--- a/src/gallium/docs/source/distro.rst
+++ b/src/gallium/docs/source/distro.rst
@@ -61,6 +61,12 @@ ATI r300
 
 Driver for the ATI/AMD r300, r400, and r500 families of GPUs.
 
+ATI r600
+^^^^^^^^
+
+Driver for the ATI/AMD r600, r700, and Evergreen families of GPUs.
+Highly experimental.
+
 .. _softpipe:
 
 Softpipe
diff --git a/src/gallium/docs/source/tgsi.rst b/src/gallium/docs/source/tgsi.rst
index e588c5b..57bb30d 100644
--- a/src/gallium/docs/source/tgsi.rst
+++ b/src/gallium/docs/source/tgsi.rst
@@ -1259,7 +1259,7 @@ Declaration
 ^^^^^^^^^^^
 
 
-Declares a register that is will be referenced as an operand in Instruction
+Declares a register that will be referenced as an operand in Instruction
 tokens.
 
 File field contains register file that is being declared and is one
@@ -1269,7 +1269,7 @@ UsageMask field specifies which of the register components can be accessed
 and is one of TGSI_WRITEMASK.
 
 Interpolate field is only valid for fragment shader INPUT register files.
-It specifes the way input is being interpolated by the rasteriser and is one
+It specifies the way input is being interpolated by the rasteriser and is one
 of TGSI_INTERPOLATE.
 
 If Dimension flag is set to 1, a Declaration Dimension token follows.
@@ -1320,7 +1320,7 @@ The Y component starts at zero and always increases but Y=0 may either
 indicate the top of the window or the bottom depending on the fragment
 coordinate origin convention (see TGSI_PROPERTY_FS_COORD_ORIGIN).
 The Z coordinate ranges from 0 to 1 to represent depth from the front
-to the back of the Z buffer.  The W component contains the reciprocol
+to the back of the Z buffer.  The W component contains the reciprocal
 of the interpolated vertex position W component.
 
 Fragment shaders may also declare an output register with
@@ -1333,7 +1333,7 @@ TGSI_SEMANTIC_COLOR
 """""""""""""""""""
 
 For vertex shader outputs or fragment shader inputs/outputs, this
-label indicates that the resister contains an R,G,B,A color.
+label indicates that the register contains an R,G,B,A color.
 
 Several shader inputs/outputs may contain colors so the semantic index
 is used to distinguish them.  For example, color[0] may be the diffuse
@@ -1408,7 +1408,7 @@ back-facing polygon.
 TGSI_SEMANTIC_EDGEFLAG
 """"""""""""""""""""""
 
-For vertex shaders, this sematic label indicates that an input or
+For vertex shaders, this semantic label indicates that an input or
 output is a boolean edge flag.  The register layout is [F, x, x, x]
 where F is 0.0 or 1.0 and x = don't care.  Normally, the vertex shader
 simply copies the edge flag input to the edgeflag output.
-- 
1.7.1


More information about the mesa-dev mailing list