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-rw-r--r--examples/triangle/main.cpp18
1 files changed, 9 insertions, 9 deletions
diff --git a/examples/triangle/main.cpp b/examples/triangle/main.cpp
index 6fd36f72d..4d4779f73 100644
--- a/examples/triangle/main.cpp
+++ b/examples/triangle/main.cpp
@@ -83,14 +83,14 @@ struct HelloWorld : public WindowedAppBase
}
// The main task an application cares about is compiling shader code
- // from souce (if needed) and loading it through the chosen graphics API.
+ // from source (if needed) and loading it through the chosen graphics API.
//
// In addition, an application may want to receive reflection information
// about the program, which is what a `slang::ProgramLayout` provides.
//
gfx::Result loadShaderProgram(gfx::IDevice* device, gfx::IShaderProgram** outProgram)
{
- // We need to obatin a compilation session (`slang::ISession`) that will provide
+ // We need to obtain a compilation session (`slang::ISession`) that will provide
// a scope to all the compilation and loading of code we do.
//
// Our example application uses the `gfx` graphics API abstraction layer, which already
@@ -125,7 +125,7 @@ struct HelloWorld : public WindowedAppBase
// Note: If you are using this `loadModule` approach to load your shader code it is
// important to tag your entry point functions with the `[shader("...")]` attribute
// (e.g., `[shader("vertex")] void vertexMain(...)`). Without that information there
- // is no umambiguous way for the compiler to know which functions represent entry
+ // is no unambiguous way for the compiler to know which functions represent entry
// points when it parses your code via `loadModule()`.
//
ComPtr<slang::IEntryPoint> vertexEntryPoint;
@@ -205,7 +205,7 @@ struct HelloWorld : public WindowedAppBase
// we have just defined.
//
- // We will define global variables for the various platform and
+ // We will define global variables for the various platforms and
// graphics API objects that our application needs:
//
// As a reminder, *none* of these are Slang API objects. All
@@ -225,7 +225,7 @@ struct HelloWorld : public WindowedAppBase
//
SLANG_RETURN_ON_FAIL(initializeBase("hello-world", 1024, 768));
- // We will create objects needed to configur the "input assembler"
+ // We will create objects needed to configure the "input assembler"
// (IA) stage of the D3D pipeline.
//
// First, we create an input layout:
@@ -330,9 +330,9 @@ struct HelloWorld : public WindowedAppBase
// We know that `rootObject` is a root shader object created
// from our program, and that it is set up to hold values for
- // all the parameter of that program. In order to actually
+ // all the parameters of that program. In order to actually
// set values, we need to be able to look up the location
- // of speciic parameter that we want to set.
+ // of the specific parameters that we want to set.
//
// Our example graphics API layer supports this operation
// with the idea of a *shader cursor* which can be thought
@@ -343,7 +343,7 @@ struct HelloWorld : public WindowedAppBase
//
// We construct an initial shader cursor that points at the
// entire shader program. You can think of this as akin to
- // a diretory path of `/` for the root directory in a file
+ // a directory path of `/` for the root directory in a file
// system.
//
ShaderCursor rootCursor(rootObject);
@@ -365,7 +365,7 @@ struct HelloWorld : public WindowedAppBase
deviceInfo.identityProjectionMatrix,
sizeof(float) * 16);
//
- // Some readers might be concerned about the performance o
+ // Some readers might be concerned about the performance of
// the above operations because of the use of strings. For
// those readers, here are two things to note:
//