Browse Source

Fixed typos (thanks Martin!)

Sam Lantinga 7 years ago
parent
commit
14452e9550
5 changed files with 11 additions and 11 deletions
  1. 3 3
      build-scripts/ltmain.sh
  2. 1 1
      docs/README-dynapi.md
  3. 3 3
      docs/README-winrt.md
  4. 1 1
      include/SDL_video.h
  5. 3 3
      src/video/yuv2rgb/README.md

+ 3 - 3
build-scripts/ltmain.sh

@@ -189,7 +189,7 @@ func_basename ()
 #             to NONDIR_REPLACEMENT.
 #             value returned in "$func_dirname_result"
 #   basename: Compute filename of FILE.
-#             value retuned in "$func_basename_result"
+#             value returned in "$func_basename_result"
 # Implementation must be kept synchronized with func_dirname
 # and func_basename. For efficiency, we do not delegate to
 # those functions but instead duplicate the functionality here.
@@ -3276,7 +3276,7 @@ extern \"C\" {
 
 /* Keep this code in sync between libtool.m4, ltmain, lt_system.h, and tests.  */
 #if defined(_WIN32) || defined(__CYGWIN__) || defined(_WIN32_WCE)
-/* DATA imports from DLLs on WIN32 con't be const, because runtime
+/* DATA imports from DLLs on WIN32 can't be const, because runtime
    relocations are performed -- see ld's documentation on pseudo-relocs.  */
 # define LT_DLSYM_CONST
 #elif defined(__osf__)
@@ -4394,7 +4394,7 @@ EOF
         {
           /* however, if there is an option in the LTWRAPPER_OPTION_PREFIX
              namespace, but it is not one of the ones we know about and
-             have already dealt with, above (inluding dump-script), then
+             have already dealt with, above (including dump-script), then
              report an error. Otherwise, targets might begin to believe
              they are allowed to use options in the LTWRAPPER_OPTION_PREFIX
              namespace. The first time any user complains about this, we'll

+ 1 - 1
docs/README-dynapi.md

@@ -64,7 +64,7 @@ level of indirection, we can do things like this:
     export SDL_DYNAMIC_API=/my/actual/libSDL-2.0.so.0
     ./MyGameThatIsStaticallyLinkedToSDL2
 
-And now, this game that is staticallly linked to SDL, can still be overridden 
+And now, this game that is statically linked to SDL, can still be overridden 
 with a newer, or better, SDL. The statically linked one will only be used as 
 far as calling into the jump table in this case. But in cases where no override
 is desired, the statically linked version will provide its own jump table, 

+ 3 - 3
docs/README-winrt.md

@@ -23,7 +23,7 @@ Requirements
     typically do not include support for creating WinRT apps, to note.
     (The "Community" editions of Visual C++ do, however, support both
     desktop/Win32 and WinRT development).
-  - Visual Studio 2017 can be used, however it is recommented that you install
+  - Visual Studio 2017 can be used, however it is recommended that you install
     the Visual C++ 2015 build tools.  These build tools can be installed
     using VS 2017's installer.  Be sure to also install the workload for
     "Universal Windows Platform development", its optional component, the
@@ -33,7 +33,7 @@ Requirements
     earlier versions of Windows, such as Windows 7, is not always supported
     by Visual Studio, and you may get error(s) when attempting to do so.
   - Visual C++ 2012 can only build apps that target versions 8.0 of Windows,
-    or  Windows Phone.  8.0-targetted apps will run on devices running 8.1
+    or  Windows Phone.  8.0-targeted apps will run on devices running 8.1
     editions of Windows, however they will not be able to take advantage of
     8.1-specific features.
   - Visual C++ 2013 cannot create app projects that target Windows 8.0.
@@ -54,7 +54,7 @@ Requirements
 Status
 ------
 
-Here is a rough list of what works, and what doens't:
+Here is a rough list of what works, and what doesn't:
 
 * What works:
   * compilation via Visual C++ 2012 through 2015

+ 1 - 1
include/SDL_video.h

@@ -470,7 +470,7 @@ extern DECLSPEC Uint32 SDLCALL SDL_GetWindowPixelFormat(SDL_Window * window);
  *  If the window is created with any of the SDL_WINDOW_OPENGL or
  *  SDL_WINDOW_VULKAN flags, then the corresponding LoadLibrary function
  *  (SDL_GL_LoadLibrary or SDL_Vulkan_LoadLibrary) is called and the
- *  corrensponding UnloadLibrary function is called by SDL_DestroyWindow().
+ *  corresponding UnloadLibrary function is called by SDL_DestroyWindow().
  *
  *  If SDL_WINDOW_VULKAN is specified and there isn't a working Vulkan driver,
  *  SDL_CreateWindow() will fail because SDL_Vulkan_LoadLibrary() will fail.

+ 3 - 3
src/video/yuv2rgb/README.md

@@ -3,14 +3,14 @@ From: https://github.com/descampsa/yuv2rgb
 C library for fast image conversion between yuv420p and rgb24.
 
 This is a simple library for optimized image conversion between YUV420p and rgb24.
-It was done mainly as an exercise to learn to use sse instrinsics, so there may still be room for optimization.
+It was done mainly as an exercise to learn to use sse intrinsics, so there may still be room for optimization.
 
 For each conversion, a standard c optimized function and two sse function (with aligned and unaligned memory) are implemented.
-The sse version requires only SSE2, which is available on any reasonnably recent CPU.
+The sse version requires only SSE2, which is available on any reasonably recent CPU.
 The library also supports the three different YUV (YCrCb to be correct) color spaces that exist (see comments in code), and others can be added simply.
 
 There is a simple test program, that convert a raw YUV file to rgb ppm format, and measure computation time.
-Optionnaly, it also compares the result and computation time with the ffmpeg implementation (that uses MMX), and with the IPP functions.
+Optionally, it also compares the result and computation time with the ffmpeg implementation (that uses MMX), and with the IPP functions.
 
 To compile, simply do :