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-rw-r--r--drivers/alsamidi/midi_driver_alsamidi.cpp2
-rw-r--r--drivers/gles3/shader_gles3.h6
-rw-r--r--drivers/vulkan/vulkan_context.cpp4
3 files changed, 6 insertions, 6 deletions
diff --git a/drivers/alsamidi/midi_driver_alsamidi.cpp b/drivers/alsamidi/midi_driver_alsamidi.cpp
index 011758e5f7..61fecccb6b 100644
--- a/drivers/alsamidi/midi_driver_alsamidi.cpp
+++ b/drivers/alsamidi/midi_driver_alsamidi.cpp
@@ -43,7 +43,7 @@ MIDIDriverALSAMidi::MessageCategory MIDIDriverALSAMidi::msg_category(uint8_t msg
} else if (msg_part >= 0xf0) {
// System Exclusive begin/end are specified as System Common Category messages,
// but we separate them here and give them their own categories as their
- // behaviour is significantly different.
+ // behavior is significantly different.
if (msg_part == 0xf0) {
return MessageCategory::SysExBegin;
} else if (msg_part == 0xf7) {
diff --git a/drivers/gles3/shader_gles3.h b/drivers/gles3/shader_gles3.h
index f5b4a8cb3c..3ab7642357 100644
--- a/drivers/gles3/shader_gles3.h
+++ b/drivers/gles3/shader_gles3.h
@@ -75,10 +75,10 @@ private:
CharString general_defines;
// A version is a high-level construct which is a combination of built-in and user-defined shader code, Each user-created Shader makes one version
- // Variants use #ifdefs to toggle behaviour on and off to change behaviour of the shader
+ // Variants use #ifdefs to toggle behavior on and off to change behavior of the shader
// All variants are compiled each time a new version is created
- // Specializations use #ifdefs to toggle behaviour on and off for performance, on supporting hardware, they will compile a version with everything enabled, and then compile more copies to improve performance
- // Use specializations to enable and disabled advanced features, use variants to toggle behaviour when different data may be used (e.g. using a samplerArray vs a sampler, or doing a depth prepass vs a color pass)
+ // Specializations use #ifdefs to toggle behavior on and off for performance, on supporting hardware, they will compile a version with everything enabled, and then compile more copies to improve performance
+ // Use specializations to enable and disabled advanced features, use variants to toggle behavior when different data may be used (e.g. using a samplerArray vs a sampler, or doing a depth prepass vs a color pass)
struct Version {
Vector<StringName> texture_uniforms;
CharString uniforms;
diff --git a/drivers/vulkan/vulkan_context.cpp b/drivers/vulkan/vulkan_context.cpp
index 5df123878e..464ab474e1 100644
--- a/drivers/vulkan/vulkan_context.cpp
+++ b/drivers/vulkan/vulkan_context.cpp
@@ -1336,7 +1336,7 @@ Error VulkanContext::_create_device() {
vulkan11features.shaderDrawParameters = 0;
nextptr = &vulkan11features;
} else {
- // On Vulkan 1.0 and 1.1 we use our older structs to initialise these features.
+ // On Vulkan 1.0 and 1.1 we use our older structs to initialize these features.
storage_feature.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_16BIT_STORAGE_FEATURES_KHR;
storage_feature.pNext = nextptr;
storage_feature.storageBuffer16BitAccess = storage_buffer_capabilities.storage_buffer_16_bit_access_is_supported;
@@ -1483,7 +1483,7 @@ Error VulkanContext::_initialize_queues(VkSurfaceKHR p_surface) {
color_space = surfFormats[0].colorSpace;
} else {
// These should be ordered with the ones we want to use on top and fallback modes further down
- // we want a 32bit RGBA unsigned normalised buffer or similar.
+ // we want a 32bit RGBA unsigned normalized buffer or similar.
const VkFormat allowed_formats[] = {
VK_FORMAT_B8G8R8A8_UNORM,
VK_FORMAT_R8G8B8A8_UNORM