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authorSintendo <bram.speeckaert@gmail.com>2015-11-02 21:17:43 +0100
committerSintendo <bram.speeckaert@gmail.com>2015-11-02 21:17:43 +0100
commitc4b56f06f9464be0dc5600a56109adf178000a75 (patch)
tree84d52eb4ca6052c2e17468b0d2fa1ed20a825d8a /Source/Core/VideoCommon/PixelShaderGen.cpp
parent89f645151357f652a8e5bfef996b611a2992245e (diff)
Fix a few typos
Diffstat (limited to 'Source/Core/VideoCommon/PixelShaderGen.cpp')
-rw-r--r--Source/Core/VideoCommon/PixelShaderGen.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/Source/Core/VideoCommon/PixelShaderGen.cpp b/Source/Core/VideoCommon/PixelShaderGen.cpp
index a7283bfd39..e3d2ea87e9 100644
--- a/Source/Core/VideoCommon/PixelShaderGen.cpp
+++ b/Source/Core/VideoCommon/PixelShaderGen.cpp
@@ -313,13 +313,13 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
// * ARB_conservative_depth has 'layout(depth_unchanged) which signals to the driver that it can make optimisations
// which assume the pixel shader won't update the depth buffer.
- // early_fragment_tests is the best option, as it requires the driver to do early-z and defines early-z excatly as
+ // early_fragment_tests is the best option, as it requires the driver to do early-z and defines early-z exactly as
// we expect, with discard causing the shader to exit with only the depth buffer updated.
- // Conservative depth's 'depth_unchanged' only hints to the driver that an early-z optimistaion can be made and
+ // Conservative depth's 'depth_unchanged' only hints to the driver that an early-z optimisation can be made and
// doesn't define what will happen if we discard the fragment. But the way modern graphics hardware is implemented
// means it is not unreasonable to expect the the same behaviour as early_fragment_tests.
- // We can also assume that if a driver has gone out of it's way to support conservative depth and not image_load_store
+ // We can also assume that if a driver has gone out of its way to support conservative depth and not image_load_store
// as required by OpenGL 4.2 that it will be doing the optimisation.
// If the driver doesn't actually do an early z optimisation, ZCompLoc will be broken and depth will only be written
// if the alpha test passes.