diff --git a/src/broadcom/ci/broadcom-rpi4-fails.txt b/src/broadcom/ci/broadcom-rpi4-fails.txt index a85cccd26ce..fa7a9a85f5b 100644 --- a/src/broadcom/ci/broadcom-rpi4-fails.txt +++ b/src/broadcom/ci/broadcom-rpi4-fails.txt @@ -508,7 +508,7 @@ spec@oes_shader_io_blocks@compiler@layout-location-aliasing.vert,Fail # https://gitlab.freedesktop.org/mesa/piglit/-/merge_requests/800 spec@!opengl es 3.0@gles-3.0-transform-feedback-uniform-buffer-object,Fail -# Precission differences between expected and obtained; works if +# Precision differences between expected and obtained; works if # exporting V3D_DEBUG=tmu32. spec@oes_texture_view@rendering-formats,Fail spec@oes_texture_view@rendering-formats@clear GL_R8 as GL_R8I,Fail @@ -521,7 +521,7 @@ spec@oes_texture_view@rendering-formats@clear GL_RGBA8 as GL_RG16F,Fail spec@oes_texture_view@rendering-formats@clear GL_RGBA8 as GL_RG16I,Fail spec@oes_texture_view@rendering-formats@clear GL_RGBA8 as GL_RGBA8I,Fail -# Also related with precission issues +# Also related with precision issues spec@oes_texture_view@rendering-formats@clear GL_RGB10_A2 as GL_R32F,Fail spec@oes_texture_view@rendering-formats@clear GL_RGB10_A2 as GL_R32I,Fail spec@oes_texture_view@rendering-formats@clear GL_RGB10_A2 as GL_RG16F,Fail diff --git a/src/broadcom/cle/v3d_packet_v33.xml b/src/broadcom/cle/v3d_packet_v33.xml index 2533fc06fea..9d1a38a79e1 100644 --- a/src/broadcom/cle/v3d_packet_v33.xml +++ b/src/broadcom/cle/v3d_packet_v33.xml @@ -299,7 +299,7 @@ - + diff --git a/src/broadcom/common/v3d_limits.h b/src/broadcom/common/v3d_limits.h index 492740c44f9..46f38bd7484 100644 --- a/src/broadcom/common/v3d_limits.h +++ b/src/broadcom/common/v3d_limits.h @@ -49,7 +49,7 @@ #define V3D_MAX_BUFFER_RANGE (1 << 30) -/* Sub-pixel precission bits in the rasterizer */ +/* Sub-pixel precision bits in the rasterizer */ #define V3D_COORD_SHIFT 6 /* Size of a cache line */ diff --git a/src/broadcom/common/v3d_performance_counters.h b/src/broadcom/common/v3d_performance_counters.h index a12ca4df444..08d750c2cbe 100644 --- a/src/broadcom/common/v3d_performance_counters.h +++ b/src/broadcom/common/v3d_performance_counters.h @@ -41,7 +41,7 @@ static const char *v3d_performance_counters[][3] = { {"TLB", "TLB-quads-written-to-color-buffer", "[TLB] Quads with valid pixels written to colour buffer"}, {"PTB", "PTB-primitives-discarded-outside-viewport", "[PTB] Primitives discarded by being outside the viewport"}, {"PTB", "PTB-primitives-need-clipping", "[PTB] Primitives that need clipping"}, - {"PTB", "PTB-primitives-discared-reversed", "[PTB] Primitives that are discarded because they are reversed"}, + {"PTB", "PTB-primitives-discarded-reversed", "[PTB] Primitives that are discarded because they are reversed"}, {"QPU", "QPU-total-idle-clk-cycles", "[QPU] Total idle clock cycles for all QPUs"}, {"QPU", "QPU-total-active-clk-cycles-vertex-coord-shading", "[QPU] Total active clock cycles for all QPUs doing vertex/coordinate/user shading (counts only when QPU is not stalled)"}, {"QPU", "QPU-total-active-clk-cycles-fragment-shading", "[QPU] Total active clock cycles for all QPUs doing fragment shading (counts only when QPU is not stalled)"}, diff --git a/src/broadcom/compiler/nir_to_vir.c b/src/broadcom/compiler/nir_to_vir.c index b32cf166776..6ba8bf92bfd 100644 --- a/src/broadcom/compiler/nir_to_vir.c +++ b/src/broadcom/compiler/nir_to_vir.c @@ -164,7 +164,7 @@ vir_emit_thrsw(struct v3d_compile *c) c->last_thrsw->qpu.sig.thrsw = true; c->last_thrsw_at_top_level = !c->in_control_flow; - /* We need to lock the scoreboard before any tlb acess happens. If this + /* We need to lock the scoreboard before any tlb access happens. If this * thread switch comes after we have emitted a tlb load, then it means * that we can't lock on the last thread switch any more. */ @@ -304,7 +304,7 @@ ntq_flush_tmu(struct v3d_compile *c) /** * Queues a pending thread switch + LDTMU/TMUWT for a TMU operation. The caller - * is reponsible for ensuring that doing this doesn't overflow the TMU fifos, + * is responsible for ensuring that doing this doesn't overflow the TMU fifos, * and more specifically, the output fifo, since that can't stall. */ void @@ -1741,7 +1741,7 @@ ntq_emit_alu(struct v3d_compile *c, nir_alu_instr *instr) /* Each TLB read/write setup (a render target or depth buffer) takes an 8-bit * specifier. They come from a register that's preloaded with 0xffffffff - * (0xff gets you normal vec4 f16 RT0 writes), and when one is neaded the low + * (0xff gets you normal vec4 f16 RT0 writes), and when one is needed the low * 8 bits are shifted off the bottom and 0xff shifted in from the top. */ #define TLB_TYPE_F16_COLOR (3 << 6) @@ -2555,7 +2555,7 @@ vir_emit_tlb_color_read(struct v3d_compile *c, nir_intrinsic_instr *instr) * * To fix that, we make sure we always emit a thread switch before the * first tlb color read. If that happens to be the last thread switch - * we emit, then everything is fine, but otherwsie, if any code after + * we emit, then everything is fine, but otherwise, if any code after * this point needs to emit additional thread switches, then we will * switch the strategy to locking the scoreboard on the first thread * switch instead -- see vir_emit_thrsw(). diff --git a/src/broadcom/compiler/qpu_schedule.c b/src/broadcom/compiler/qpu_schedule.c index ae119cfe5ac..bdf5eded6ab 100644 --- a/src/broadcom/compiler/qpu_schedule.c +++ b/src/broadcom/compiler/qpu_schedule.c @@ -629,7 +629,7 @@ mux_read_stalls(struct choose_scoreboard *scoreboard, } /* We define a max schedule priority to allow negative priorities as result of - * substracting this max when an instruction stalls. So instructions that + * subtracting this max when an instruction stalls. So instructions that * stall have lower priority than regular instructions. */ #define MAX_SCHEDULE_PRIORITY 16 @@ -1196,13 +1196,13 @@ retry: if (pixel_scoreboard_too_soon(c, scoreboard, inst)) continue; - /* When we succesfully pair up an ldvary we then try + /* When we successfully pair up an ldvary we then try * to merge it into the previous instruction if * possible to improve pipelining. Don't pick up the * ldvary now if the follow-up fixup would place * it in the delay slots of a thrsw, which is not * allowed and would prevent the fixup from being - * successul. + * successful. */ if (inst->sig.ldvary && scoreboard->last_thrsw_tick + 2 >= scoreboard->tick - 1) { @@ -1687,7 +1687,7 @@ qpu_inst_after_thrsw_valid_in_delay_slot(struct v3d_compile *c, assert(slot <= 2); /* We merge thrsw instructions back into the instruction stream - * manually, so any instructions scheduled after a thrsw shold be + * manually, so any instructions scheduled after a thrsw should be * in the actual delay slots and not in the same slot as the thrsw. */ assert(slot >= 1); @@ -2122,7 +2122,7 @@ fixup_pipelined_ldvary(struct v3d_compile *c, struct qblock *block, struct v3d_qpu_instr *inst) { - /* We only call this if we have successfuly merged an ldvary into a + /* We only call this if we have successfully merged an ldvary into a * previous instruction. */ assert(inst->type == V3D_QPU_INSTR_TYPE_ALU); @@ -2209,7 +2209,7 @@ fixup_pipelined_ldvary(struct v3d_compile *c, /* By moving ldvary to the previous instruction we make it update * r5 in the current one, so nothing else in it should write r5. - * This should've been prevented by our depedency tracking, which + * This should've been prevented by our dependency tracking, which * would not allow ldvary to be paired up with an instruction that * writes r5 (since our dependency tracking doesn't know that the * ldvary write r5 happens in the next instruction). diff --git a/src/broadcom/compiler/qpu_validate.c b/src/broadcom/compiler/qpu_validate.c index ec9ed66650c..2cc7a0eb0ae 100644 --- a/src/broadcom/compiler/qpu_validate.c +++ b/src/broadcom/compiler/qpu_validate.c @@ -128,7 +128,7 @@ qpu_validate_inst(struct v3d_qpu_validate_state *state, struct qinst *qinst) * * FIXME: This would not check correctly for V3D 4.2 versions lower * than V3D 4.2.14, but that is not a real issue because the simulator - * will still catch this, and we are not really targetting any such + * will still catch this, and we are not really targeting any such * versions anyway. */ if (state->c->devinfo->ver < 42) { diff --git a/src/broadcom/compiler/v3d33_tex.c b/src/broadcom/compiler/v3d33_tex.c index b933635f6fe..47bf2458d27 100644 --- a/src/broadcom/compiler/v3d33_tex.c +++ b/src/broadcom/compiler/v3d33_tex.c @@ -35,7 +35,7 @@ v3d33_vir_emit_tex(struct v3d_compile *c, nir_tex_instr *instr) { /* FIXME: We don't bother implementing pipelining for texture reads * for any pre 4.x hardware. It should be straight forward to do but - * we are not really testing or even targetting this hardware at + * we are not really testing or even targeting this hardware at * present. */ ntq_flush_tmu(c); diff --git a/src/broadcom/compiler/v3d_compiler.h b/src/broadcom/compiler/v3d_compiler.h index 41cce95729b..7a43c72cc36 100644 --- a/src/broadcom/compiler/v3d_compiler.h +++ b/src/broadcom/compiler/v3d_compiler.h @@ -87,7 +87,7 @@ enum qfile { /** A physical register, such as the W coordinate payload. */ QFILE_REG, - /** One of the regsiters for fixed function interactions. */ + /** One of the registers for fixed function interactions. */ QFILE_MAGIC, /** @@ -490,7 +490,7 @@ struct v3d_vs_key { bool clamp_color; }; -/** A basic block of VIR intructions. */ +/** A basic block of VIR instructions. */ struct qblock { struct list_head link; diff --git a/src/broadcom/compiler/v3d_nir_lower_io.c b/src/broadcom/compiler/v3d_nir_lower_io.c index d11b155a9b5..c5dcd9f5079 100644 --- a/src/broadcom/compiler/v3d_nir_lower_io.c +++ b/src/broadcom/compiler/v3d_nir_lower_io.c @@ -216,7 +216,7 @@ v3d_nir_lower_vpm_output(struct v3d_compile *c, nir_builder *b, } /* Scalarize outputs if it hasn't happened already, since we want to - * schedule each VPM write individually. We can skip any outut + * schedule each VPM write individually. We can skip any output * components not read by the FS. */ for (int i = 0; i < intr->num_components; i++) { @@ -304,7 +304,7 @@ v3d_nir_lower_end_primitive(struct v3d_compile *c, nir_builder *b, * doesn't provide means to do that, so we need to apply the swizzle in the * vertex shader. * - * This is required at least in Vulkan to support madatory vertex attribute + * This is required at least in Vulkan to support mandatory vertex attribute * format VK_FORMAT_B8G8R8A8_UNORM. */ static void @@ -679,7 +679,7 @@ emit_gs_vpm_output_header_prolog(struct v3d_compile *c, nir_builder *b, * have a variable just to keep track of the number of vertices we * emitted and instead we can just compute it here from the header * offset variable by removing the one generic header slot that always - * goes at the begining of out header. + * goes at the beginning of out header. */ nir_ssa_def *header_offset = nir_load_var(b, state->gs.header_offset_var); diff --git a/src/broadcom/compiler/vir.c b/src/broadcom/compiler/vir.c index e79d3a99004..707c96911e8 100644 --- a/src/broadcom/compiler/vir.c +++ b/src/broadcom/compiler/vir.c @@ -89,7 +89,7 @@ vir_has_side_effects(struct v3d_compile *c, struct qinst *inst) * pointer, so each read has a side effect (we don't care for ldunif * because we reconstruct the uniform stream buffer after compiling * with the surviving uniforms), so allowing DCE to remove - * one would break follow-up loads. We could fix this by emiting a + * one would break follow-up loads. We could fix this by emitting a * unifa for each ldunifa, but each unifa requires 3 delay slots * before a ldunifa, so that would be quite expensive. */ @@ -1159,7 +1159,7 @@ v3d_instr_delay_cb(nir_instr *instr, void *data) /* We should not use very large delays for TMU instructions. Typically, * thread switches will be sufficient to hide all or most of the latency, * so we typically only need a little bit of extra room. If we over-estimate - * the latency here we may end up unnecesarily delaying the critical path in + * the latency here we may end up unnecessarily delaying the critical path in * the shader, which would have a negative effect in performance, so here * we are trying to strike a balance based on empirical testing. */ @@ -1629,7 +1629,7 @@ v3d_attempt_compile(struct v3d_compile *c) .threshold = c->threads == 4 ? 24 : 48, /* Vertex shaders share the same memory for inputs and outputs, - * fragement and geometry shaders do not. + * fragment and geometry shaders do not. */ .stages_with_shared_io_memory = (((1 << MESA_ALL_SHADER_STAGES) - 1) & @@ -1727,7 +1727,7 @@ static const struct v3d_compiler_strategy strategies[] = { /** * If a particular optimization didn't make any progress during a compile - * attempt disabling it alone won't allow us to compile the shader successfuly, + * attempt disabling it alone won't allow us to compile the shader successfully, * since we'll end up with the same code. Detect these scenarios so we can * avoid wasting time with useless compiles. We should also consider if the * gy changes other aspects of the compilation process though, like diff --git a/src/broadcom/simulator/v3dx_simulator.c b/src/broadcom/simulator/v3dx_simulator.c index 0d8d0bf62a1..c9322f0397b 100644 --- a/src/broadcom/simulator/v3dx_simulator.c +++ b/src/broadcom/simulator/v3dx_simulator.c @@ -364,7 +364,7 @@ handle_mmu_interruptions(struct v3d_hw *v3d, uint64_t vio_addr = ((uint64_t)V3D_READ(V3D_MMU_VIO_ADDR) << (va_width - 32)); - /* Difference with the kernal: here were are going to abort after + /* Difference with the kernel: here were are going to abort after * logging, so we don't bother with some stuff that the kernel does, * like restoring the MMU ctrl bits */ diff --git a/src/broadcom/vulkan/v3dv_cmd_buffer.c b/src/broadcom/vulkan/v3dv_cmd_buffer.c index 449e532c647..2cf2fdf3011 100644 --- a/src/broadcom/vulkan/v3dv_cmd_buffer.c +++ b/src/broadcom/vulkan/v3dv_cmd_buffer.c @@ -1434,7 +1434,7 @@ cmd_buffer_emit_subpass_clears(struct v3dv_cmd_buffer *cmd_buffer) "VK_ATTACHMENT_LOAD_OP_CLEAR.\n"); } else if (subpass->do_depth_clear_with_draw || subpass->do_stencil_clear_with_draw) { - perf_debug("Subpass clears DEPTH but loads STENCIL (or viceversa), " + perf_debug("Subpass clears DEPTH but loads STENCIL (or vice versa), " "falling back to vkCmdClearAttachments for " "VK_ATTACHMENT_LOAD_OP_CLEAR.\n"); } diff --git a/src/broadcom/vulkan/v3dv_device.c b/src/broadcom/vulkan/v3dv_device.c index d4d2eb7f914..ae7bbd0633c 100644 --- a/src/broadcom/vulkan/v3dv_device.c +++ b/src/broadcom/vulkan/v3dv_device.c @@ -1174,7 +1174,7 @@ v3dv_GetPhysicalDeviceFeatures2(VkPhysicalDevice physicalDevice, .uniformAndStorageBuffer8BitAccess = true, .uniformBufferStandardLayout = true, /* V3D 4.2 wraps TMU vector accesses to 16-byte boundaries, so loads and - * stores of vectors that cross these boundaries would not work correcly + * stores of vectors that cross these boundaries would not work correctly * with scalarBlockLayout and would need to be split into smaller vectors * (and/or scalars) that don't cross these boundaries. For load/stores * with dynamic offsets where we can't identify if the offset is @@ -2436,7 +2436,7 @@ v3dv_AllocateMemory(VkDevice _device, /* If this memory can be used via VK_KHR_buffer_device_address then we * will need to manually add the BO to any job submit that makes use of - * VK_KHR_buffer_device_address, since such jobs may produde buffer + * VK_KHR_buffer_device_address, since such jobs may produce buffer * load/store operations that may access any buffer memory allocated with * this flag and we don't have any means to tell which buffers will be * accessed through this mechanism since they don't even have to be bound diff --git a/src/broadcom/vulkan/v3dv_image.c b/src/broadcom/vulkan/v3dv_image.c index 325cc7ce342..697ade34fce 100644 --- a/src/broadcom/vulkan/v3dv_image.c +++ b/src/broadcom/vulkan/v3dv_image.c @@ -75,7 +75,7 @@ v3d_setup_plane_slices(struct v3dv_image *image, uint8_t plane, uint32_t plane_offset) { assert(image->planes[plane].cpp > 0); - /* Texture Base Adress needs to be 64-byte aligned */ + /* Texture Base Address needs to be 64-byte aligned */ assert(plane_offset % 64 == 0); uint32_t width = image->planes[plane].width; diff --git a/src/broadcom/vulkan/v3dv_pass.c b/src/broadcom/vulkan/v3dv_pass.c index 683acde6231..20f5014268d 100644 --- a/src/broadcom/vulkan/v3dv_pass.c +++ b/src/broadcom/vulkan/v3dv_pass.c @@ -234,7 +234,7 @@ v3dv_CreateRenderPass2(VkDevice _device, .layout = desc->pDepthStencilAttachment->layout, }; - /* GFXH-1461: if depth is cleared but stencil is loaded (or viceversa), + /* GFXH-1461: if depth is cleared but stencil is loaded (or vice versa), * the clear might get lost. If a subpass has this then we can't emit * the clear using the TLB and we have to do it as a draw call. * diff --git a/src/broadcom/vulkan/v3dv_pipeline.c b/src/broadcom/vulkan/v3dv_pipeline.c index 53e957c2703..4832e1a7e4c 100644 --- a/src/broadcom/vulkan/v3dv_pipeline.c +++ b/src/broadcom/vulkan/v3dv_pipeline.c @@ -658,7 +658,7 @@ lower_tex_src(nir_builder *b, uint32_t set = deref->var->data.descriptor_set; uint32_t binding = deref->var->data.binding; /* FIXME: this is a really simplified check for the precision to be used - * for the sampling. Right now we are ony checking for the variables used + * for the sampling. Right now we are only checking for the variables used * on the operation itself, but there are other cases that we could use to * infer the precision requirement. */ @@ -1790,7 +1790,7 @@ pipeline_stage_get_nir(struct v3dv_pipeline_stage *p_stage, if (nir) { assert(nir->info.stage == broadcom_shader_stage_to_gl(p_stage->stage)); - /* A NIR cach hit doesn't avoid the large majority of pipeline stage + /* A NIR cache hit doesn't avoid the large majority of pipeline stage * creation so the cache hit is not recorded in the pipeline feedback * flags */ diff --git a/src/broadcom/vulkan/v3dv_private.h b/src/broadcom/vulkan/v3dv_private.h index 91c1ec2f685..ef7118ac586 100644 --- a/src/broadcom/vulkan/v3dv_private.h +++ b/src/broadcom/vulkan/v3dv_private.h @@ -916,7 +916,7 @@ struct v3dv_framebuffer { uint32_t layers; /* Typically, edge tiles in the framebuffer have padding depending on the - * underlying tiling layout. One consequnce of this is that when the + * underlying tiling layout. One consequence of this is that when the * framebuffer dimensions are not aligned to tile boundaries, tile stores * would still write full tiles on the edges and write to the padded area. * If the framebuffer is aliasing a smaller region of a larger image, then @@ -1482,7 +1482,7 @@ struct v3dv_cmd_buffer_state { /* FIXME: we have just one client-side BO for the push constants, * independently of the stageFlags in vkCmdPushConstants, and the * pipelineBindPoint in vkCmdBindPipeline. We could probably do more stage - * tunning in the future if it makes sense. + * tuning in the future if it makes sense. */ uint32_t push_constants_size; uint32_t push_constants_data[MAX_PUSH_CONSTANTS_SIZE / 4]; diff --git a/src/broadcom/vulkan/v3dv_queue.c b/src/broadcom/vulkan/v3dv_queue.c index 9e1bc702fdb..4413c22e1bf 100644 --- a/src/broadcom/vulkan/v3dv_queue.c +++ b/src/broadcom/vulkan/v3dv_queue.c @@ -757,7 +757,7 @@ handle_cl_job(struct v3dv_queue *queue, if (job->tmu_dirty_rcl) submit.flags |= DRM_V3D_SUBMIT_CL_FLUSH_CACHE; - /* If the job uses VK_KHR_buffer_device_addess we need to ensure all + /* If the job uses VK_KHR_buffer_device_address we need to ensure all * buffers flagged with VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT_KHR * are included. */ @@ -923,7 +923,7 @@ handle_csd_job(struct v3dv_queue *queue, struct drm_v3d_submit_csd *submit = &job->csd.submit; - /* If the job uses VK_KHR_buffer_device_addess we need to ensure all + /* If the job uses VK_KHR_buffer_device_address we need to ensure all * buffers flagged with VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT_KHR * are included. */ diff --git a/src/broadcom/vulkan/v3dv_uniforms.c b/src/broadcom/vulkan/v3dv_uniforms.c index f3a98ab7ef0..72fa9a1b39c 100644 --- a/src/broadcom/vulkan/v3dv_uniforms.c +++ b/src/broadcom/vulkan/v3dv_uniforms.c @@ -87,7 +87,7 @@ push_constants_bo_free(VkDevice _device, * This method checks if the ubo used for push constants is needed to be * updated or not. * - * push contants ubo is only used for push constants accessed by a non-const + * push constants ubo is only used for push constants accessed by a non-const * index. */ static void diff --git a/src/gallium/drivers/v3d/v3d_job.c b/src/gallium/drivers/v3d/v3d_job.c index b61d1c902b6..a25edd0f5fc 100644 --- a/src/gallium/drivers/v3d/v3d_job.c +++ b/src/gallium/drivers/v3d/v3d_job.c @@ -277,7 +277,7 @@ v3d_flush_jobs_reading_resource(struct v3d_context *v3d, } /** - * Returns a v3d_job struture for tracking V3D rendering to a particular FBO. + * Returns a v3d_job structure for tracking V3D rendering to a particular FBO. * * If we've already started rendering to this FBO, then return the same job, * otherwise make a new one. If we're beginning rendering to an FBO, make diff --git a/src/gallium/drivers/v3d/v3dx_state.c b/src/gallium/drivers/v3d/v3dx_state.c index 079358a6e01..d7b9f82fe2b 100644 --- a/src/gallium/drivers/v3d/v3dx_state.c +++ b/src/gallium/drivers/v3d/v3dx_state.c @@ -1410,7 +1410,7 @@ v3d_create_image_view_texture_shader_state(struct v3d_context *v3d, #else /* V3D_VERSION < 40 */ /* V3D 3.x doesn't use support shader image load/store operations on * textures, so it would get lowered in the shader to general memory - * acceses. + * accesses. */ #endif } diff --git a/src/gallium/drivers/vc4/kernel/vc4_validate.c b/src/gallium/drivers/vc4/kernel/vc4_validate.c index bd193b993b3..11df15daefc 100644 --- a/src/gallium/drivers/vc4/kernel/vc4_validate.c +++ b/src/gallium/drivers/vc4/kernel/vc4_validate.c @@ -163,7 +163,7 @@ vc4_check_tex_size(struct vc4_exec_info *exec, struct drm_gem_cma_object *fbo, * our math. */ if (width > 4096 || height > 4096) { - DRM_ERROR("Surface dimesions (%d,%d) too large", width, height); + DRM_ERROR("Surface dimensions (%d,%d) too large", width, height); return false; } diff --git a/src/gallium/drivers/vc4/vc4_job.c b/src/gallium/drivers/vc4/vc4_job.c index 2e79a368a37..a650ba6b280 100644 --- a/src/gallium/drivers/vc4/vc4_job.c +++ b/src/gallium/drivers/vc4/vc4_job.c @@ -156,7 +156,7 @@ vc4_flush_jobs_reading_resource(struct vc4_context *vc4, } /** - * Returns a vc4_job struture for tracking V3D rendering to a particular FBO. + * Returns a vc4_job structure for tracking V3D rendering to a particular FBO. * * If we've already started rendering to this FBO, then return old same job, * otherwise make a new one. If we're beginning rendering to an FBO, make diff --git a/src/gallium/drivers/vc4/vc4_qir.h b/src/gallium/drivers/vc4/vc4_qir.h index 8ffb76c1e5c..573d0f0820d 100644 --- a/src/gallium/drivers/vc4/vc4_qir.h +++ b/src/gallium/drivers/vc4/vc4_qir.h @@ -350,7 +350,7 @@ struct vc4_vs_key { bool per_vertex_point_size; }; -/** A basic block of QIR intructions. */ +/** A basic block of QIR instructions. */ struct qblock { struct list_head link; diff --git a/src/gallium/drivers/vc4/vc4_qir_lower_uniforms.c b/src/gallium/drivers/vc4/vc4_qir_lower_uniforms.c index d7c22e75c29..1c61c5bce32 100644 --- a/src/gallium/drivers/vc4/vc4_qir_lower_uniforms.c +++ b/src/gallium/drivers/vc4/vc4_qir_lower_uniforms.c @@ -161,7 +161,7 @@ qir_lower_uniforms(struct vc4_compile *c) if (count <= 1) continue; - /* If the block doesn't have a load of hte + /* If the block doesn't have a load of the * uniform yet, add it. We could potentially * do better and CSE MOVs from multiple blocks * into dominating blocks, except that may diff --git a/src/gallium/drivers/vc4/vc4_qir_schedule.c b/src/gallium/drivers/vc4/vc4_qir_schedule.c index 7286f731ff5..7d13d9fa0bf 100644 --- a/src/gallium/drivers/vc4/vc4_qir_schedule.c +++ b/src/gallium/drivers/vc4/vc4_qir_schedule.c @@ -73,7 +73,7 @@ struct schedule_state { enum direction { F, R }; /** - * Marks a dependency between two intructions, that \p after must appear after + * Marks a dependency between two instructions, that \p after must appear after * \p before. * * Our dependencies are tracked as a DAG. Since we're scheduling bottom-up, diff --git a/src/gallium/drivers/vc4/vc4_query.c b/src/gallium/drivers/vc4/vc4_query.c index 94ec13817ee..91d21b22df7 100644 --- a/src/gallium/drivers/vc4/vc4_query.c +++ b/src/gallium/drivers/vc4/vc4_query.c @@ -50,7 +50,7 @@ static const char *v3d_counter_names[] = { "TLB-quads-written-to-color-buffer", "PTB-primitives-discarded-outside-viewport", "PTB-primitives-need-clipping", - "PTB-primitives-discared-reversed", + "PTB-primitives-discarded-reversed", "QPU-total-idle-clk-cycles", "QPU-total-clk-cycles-vertex-coord-shading", "QPU-total-clk-cycles-fragment-shading",