diff --git a/layer/VkLayer_FROG_gamescope_wsi.cpp b/layer/VkLayer_FROG_gamescope_wsi.cpp index af0c200993..fe53da70e1 100644 --- a/layer/VkLayer_FROG_gamescope_wsi.cpp +++ b/layer/VkLayer_FROG_gamescope_wsi.cpp @@ -233,13 +233,13 @@ namespace GamescopeWSILayer { { const char *mesaExecutableEnv = getenv("MESA_DRICONF_EXECUTABLE_OVERRIDE"); if (mesaExecutableEnv && *mesaExecutableEnv) { - fprintf(stderr, "[Gamescope WSI] Executable name overriden by MESA_DRICONF_EXECUTABLE_OVERRIDE: %s\n", mesaExecutableEnv); + fprintf(stderr, "[Gamescope WSI] Executable name overridden by MESA_DRICONF_EXECUTABLE_OVERRIDE: %s\n", mesaExecutableEnv); return mesaExecutableEnv; } const char *mesaProcessName = getenv("MESA_PROCESS_NAME"); if (mesaProcessName && *mesaProcessName) { - fprintf(stderr, "[Gamescope WSI] Executable name overriden by MESA_PROCESS_NAME: %s\n", mesaExecutableEnv); + fprintf(stderr, "[Gamescope WSI] Executable name overridden by MESA_PROCESS_NAME: %s\n", mesaExecutableEnv); return mesaProcessName; } diff --git a/protocol/gamescope-action-binding.xml b/protocol/gamescope-action-binding.xml index 2164cb87ad..1ede4d7700 100644 --- a/protocol/gamescope-action-binding.xml +++ b/protocol/gamescope-action-binding.xml @@ -75,7 +75,7 @@ - + diff --git a/protocol/gamescope-input-method.xml b/protocol/gamescope-input-method.xml index 10a4190e5a..565b44f3ff 100644 --- a/protocol/gamescope-input-method.xml +++ b/protocol/gamescope-input-method.xml @@ -91,7 +91,7 @@ the time of its creation. The compositor must issue this request when the object is no longer - useable, e.g. due to seat removal. + usable, e.g. due to seat removal. The input method context becomes inert and should be destroyed. Any further requests and events except for the destroy request must be diff --git a/protocol/gamescope-xwayland.xml b/protocol/gamescope-xwayland.xml index 4caacc0476..237405ec82 100644 --- a/protocol/gamescope-xwayland.xml +++ b/protocol/gamescope-xwayland.xml @@ -28,7 +28,7 @@ This is a private Gamescope protocol. Regular Wayland clients must not use it. - This protocol has been superceded by the 'gamescope-swapchain' protocol. + This protocol has been superseded by the 'gamescope-swapchain' protocol. diff --git a/scripts/00-gamescope/displays/valve.steamdeck.oled.lua b/scripts/00-gamescope/displays/valve.steamdeck.oled.lua index 8abc2218cb..024a64f902 100644 --- a/scripts/00-gamescope/displays/valve.steamdeck.oled.lua +++ b/scripts/00-gamescope/displays/valve.steamdeck.oled.lua @@ -47,7 +47,7 @@ gamescope.config.known_displays.steamdeck_oled_sdc = { matches = function(display) if display.vendor == "VLV" and display.product == 0x3003 then debug("[steamdeck_oled_sdc] Matched VLV and product 0x3003") - -- Higher priorty than LCD. + -- Higher priority than LCD. return 5100 end @@ -89,7 +89,7 @@ gamescope.config.known_displays.steamdeck_oled_boe = { matches = function(display) if display.vendor == "VLV" and display.product == 0x3004 then debug("[steamdeck_oled_boe] Matched VLV and product 0x3004") - -- Higher priorty than LCD. + -- Higher priority than LCD. return 5100 end diff --git a/src/Backends/DRMBackend.cpp b/src/Backends/DRMBackend.cpp index 1ec2699821..9ce043350d 100644 --- a/src/Backends/DRMBackend.cpp +++ b/src/Backends/DRMBackend.cpp @@ -2165,7 +2165,7 @@ namespace gamescope if ( this->GetScreenType() == gamescope::GAMESCOPE_SCREEN_TYPE_INTERNAL && pMode ) { - // Auto-detect portait mode for internal displays + // Auto-detect portrait mode for internal displays m_ChosenOrientation = pMode->hdisplay < pMode->vdisplay ? GAMESCOPE_PANEL_ORIENTATION_270 : GAMESCOPE_PANEL_ORIENTATION_0; @@ -3661,7 +3661,7 @@ namespace gamescope // but lets be more friendly and just avoid a commit and try again later. // Let's re-poll our state, and force grab the best connector again. // - // Some intense connector hotplugging could be occuring and the + // Some intense connector hotplugging could be occurring and the // connector could become destroyed before we had a chance to use it // as we hadn't reffed it in a commit yet. this->DirtyState( true, false ); diff --git a/src/backend.cpp b/src/backend.cpp index e5e7e2247b..6be854f6a2 100644 --- a/src/backend.cpp +++ b/src/backend.cpp @@ -145,7 +145,7 @@ namespace gamescope return bForceTimerFd; } - ConVar cv_touch_external_display_trackpad( "touch_external_display_trackpad", false, "If we are using an external display, should we treat the internal display's touch as a trackpad insteaad?" ); + ConVar cv_touch_external_display_trackpad( "touch_external_display_trackpad", false, "If we are using an external display, should we treat the internal display's touch as a trackpad instead?" ); ConVar cv_touch_click_mode( "touch_click_mode", TouchClickModes::Left, "The default action to perform on touch." ); TouchClickMode CBaseBackend::GetTouchClickMode() { diff --git a/src/color_helpers.cpp b/src/color_helpers.cpp index 64430a5f0c..a66756980c 100644 --- a/src/color_helpers.cpp +++ b/src/color_helpers.cpp @@ -745,7 +745,7 @@ void calcColorTransform( lut1d_t * pShaper, int nLutSize1d, whitePointDestAdaptation = dest_from_xyz * virtualWhiteXYZFromPhysicalWhiteXYZ * xyz_from_dest; // Consider lerp-ing the gain limiting between 0-1? That would allow partial clipping - // so that contrast ratios wouldnt be sacrified too bad with alternate white points + // so that contrast ratios wouldn't be sacrified too bad with alternate white points static const bool k_bLimitGain = true; if ( k_bLimitGain ) { @@ -830,7 +830,7 @@ void calcColorTransform( lut1d_t * pShaper, int nLutSize1d, bool BIsWideGamut( const displaycolorimetry_t & nativeDisplayOutput ) { - // Use red as a sentinal for a wide-gamut display + // Use red as a sentinel for a wide-gamut display return ( nativeDisplayOutput.primaries.r.x > 0.650f && nativeDisplayOutput.primaries.r.y < 0.320f ); } diff --git a/src/color_helpers.h b/src/color_helpers.h index cefa74e403..0c209e15ad 100644 --- a/src/color_helpers.h +++ b/src/color_helpers.h @@ -327,7 +327,7 @@ struct lut1d_t int startIndexG = -1; int startIndexB = -1; - void finalize(); // calculates start indicies + void finalize(); // calculates start indices void resize( int lutSize_ ) { diff --git a/src/hdmi.h b/src/hdmi.h index 92d1495196..6c2d28be50 100644 --- a/src/hdmi.h +++ b/src/hdmi.h @@ -35,8 +35,8 @@ struct hdr_metadata_infoframe { * These are coded as unsigned 16-bit values in units of * 0.00002, where 0x0000 represents zero and 0xC350 * represents 1.0000. - * @display_primaries.x: X cordinate of color primary. - * @display_primaries.y: Y cordinate of color primary. + * @display_primaries.x: X coordinate of color primary. + * @display_primaries.y: Y coordinate of color primary. */ struct { uint16_t x, y; @@ -46,8 +46,8 @@ struct hdr_metadata_infoframe { * These are coded as unsigned 16-bit values in units of * 0.00002, where 0x0000 represents zero and 0xC350 * represents 1.0000. - * @white_point.x: X cordinate of whitepoint of color primary. - * @white_point.y: Y cordinate of whitepoint of color primary. + * @white_point.x: X coordinate of whitepoint of color primary. + * @white_point.y: Y coordinate of whitepoint of color primary. */ struct { uint16_t x, y; diff --git a/src/shaders/colorimetry.h b/src/shaders/colorimetry.h index 00adebf4f5..e512a4fef7 100644 --- a/src/shaders/colorimetry.h +++ b/src/shaders/colorimetry.h @@ -296,7 +296,7 @@ vec3 bt2446a_inverse_tonemapping( // Colour scaling function float col_scale = 0.f; - if (y_ > 0.f) // avoid divison by zero + if (y_ > 0.f) // avoid divisor by zero col_scale = y_sdr / (1.1f * y_); diff --git a/src/shaders/ffx_a.h b/src/shaders/ffx_a.h index 80fcd434de..6069c4be2a 100644 --- a/src/shaders/ffx_a.h +++ b/src/shaders/ffx_a.h @@ -50,7 +50,7 @@ // A_GLSL .... Using GLSL. // A_HLSL .... Using HLSL. // A_HLSL_6_2 Using HLSL 6.2 with new 'uint16_t' and related types (requires '-enable-16bit-types'). -// A_NO_16_BIT_CAST Don't use instructions that are not availabe in SPIR-V (needed for running A_HLSL_6_2 on Vulkan) +// A_NO_16_BIT_CAST Don't use instructions that are not available in SPIR-V (needed for running A_HLSL_6_2 on Vulkan) // A_GCC ..... Using a GCC compatible compiler (else assume MSVC compatible compiler by default). // ======= // A_BYTE .... Support 8-bit integer. @@ -2137,7 +2137,7 @@ // (b.) For 8-bit 709, steps {0 to 20.7} are in the linear region (8% of the encoding range). // Also there is a slight step in the transition regions. // Precision of the coefficients in the spec being the likely cause. -// Main usage case of the sRGB code is to do the linear->sRGB converstion in a compute shader before store. +// Main usage case of the sRGB code is to do the linear->sRGB conversion in a compute shader before store. // This is to work around lack of hardware (typically only ROP does the conversion for free). // To "correct" the linear segment, would be to introduce error, because hardware decode of sRGB->linear is fixed (and free). // So this header keeps with the spec. diff --git a/src/shaders/ffx_fsr1.h b/src/shaders/ffx_fsr1.h index 4e0b3d5485..0ef541c5d5 100644 --- a/src/shaders/ffx_fsr1.h +++ b/src/shaders/ffx_fsr1.h @@ -68,7 +68,7 @@ // //------------------------------------------------------------------------------------------------------------------------------ // EASU provides a high quality spatial-only scaling at relatively low cost. -// Meaning EASU is appropiate for laptops and other low-end GPUs. +// Meaning EASU is appropriate for laptops and other low-end GPUs. // Quality from 1x to 4x area scaling is good. //------------------------------------------------------------------------------------------------------------------------------ // The scalar uses a modified fast approximation to the standard lanczos(size=2) kernel. diff --git a/src/steamcompmgr.cpp b/src/steamcompmgr.cpp index 8de60d204a..d61ba33945 100644 --- a/src/steamcompmgr.cpp +++ b/src/steamcompmgr.cpp @@ -373,7 +373,7 @@ create_color_mgmt_luts(const gamescope_color_mgmt_t& newColorMgmt, gamescope_col } // The final display colorimetry is used to build the output mapping, as we want a gamut-aware handling - // for sdrGamutWideness indepdendent of the output encoding (for SDR data), and when mapping SDR -> PQ output + // for sdrGamutWideness independent of the output encoding (for SDR data), and when mapping SDR -> PQ output // we only want to utilize a portion of the gamut the actual display can reproduce buildSDRColorimetry( &inputColorimetry, &colorMapping, newColorMgmt.sdrGamutWideness, displayColorimetry ); } @@ -8488,7 +8488,7 @@ steamcompmgr_main(int argc, char **argv) // Handles if we got a commit for the window we want to focus // to switch to it for painting (outdatedInteractiveFocus) - // Doesn't realllly matter but avoids an extra frame of being on the wrong window. + // Doesn't really matter but avoids an extra frame of being on the wrong window. for ( auto &iter : g_VirtualConnectorFocuses ) { global_focus_t *pFocus = &iter.second; @@ -8499,7 +8499,7 @@ steamcompmgr_main(int argc, char **argv) } } - // XXX(misyl): This is bad! We shouldnt change the upscaler like this at all!!! + // XXX(misyl): This is bad! We shouldn't change the upscaler like this at all!!! // We should move this to business logic in paint_window or something! if ( GetCurrentFocus() && window_is_steam( GetCurrentFocus()->focusWindow ) ) { diff --git a/src/wlserver.cpp b/src/wlserver.cpp index 60ea18e770..64cce9c528 100644 --- a/src/wlserver.cpp +++ b/src/wlserver.cpp @@ -783,7 +783,7 @@ static void gamescope_xwayland_handle_override_window_content( struct wl_client // // Right now, the surface -> xwayland association comes from the // handle_wl_id stuff from steamcompmgr. - // However, this surface has no associated X window, and won't recieve + // However, this surface has no associated X window, and won't receive // wl_id stuff as it's meant to replace another window's surface // which we can't do without knowing the x11_window's xwayland server // here for it to do that override logic in the first place. @@ -2497,7 +2497,7 @@ static void wlserver_warp_to_constraint_hint() static uint32_t s_unSyntheticMoveCount = 0; // Add a heuristic for whether the cursor is continually moving, or if - // this is just a simple warp to the saame place. + // this is just a simple warp to the same place. bool bSynthetic = true; if ( wlserver.ulLastMovedCursorTime + 200'000'000 >= ulNow ) {