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authorNathan Kidd <nkidd@opentext.com>2014-01-03 16:44:00 -0700
committerBrian Paul <brianp@vmware.com>2014-01-06 09:55:38 -0700
commit0691b37732e3b032fbd354537b20090a3ee8e122 (patch)
tree4883628a61a373fb6c9af69231b5433fa97d01f3 /docs/dispatch.html
parenta61ae2aa01c9b1976ba4107c1564e0c3f94aea4d (diff)
docs: fix misspellings
Fixed what I noticed; no warranty for exhaustiveness. Signed-off-by: Nathan Kidd <nkidd@opentext.com> Reviewed-by: Brian Paul <brianp@vmware.com>
Diffstat (limited to 'docs/dispatch.html')
-rw-r--r--docs/dispatch.html10
1 files changed, 5 insertions, 5 deletions
diff --git a/docs/dispatch.html b/docs/dispatch.html
index 4b529bc048..aacd01e0c6 100644
--- a/docs/dispatch.html
+++ b/docs/dispatch.html
@@ -25,7 +25,7 @@ href="#overview">overview of Mesa's implementation</a>.</p>
<h2>1. Complexity of GL Dispatch</h2>
<p>Every GL application has at least one object called a GL <em>context</em>.
-This object, which is an implicit parameter to ever GL function, stores all
+This object, which is an implicit parameter to every GL function, stores all
of the GL related state for the application. Every texture, every buffer
object, every enable, and much, much more is stored in the context. Since
an application can have more than one context, the context to be used is
@@ -51,7 +51,7 @@ example, <tt>glFogCoordf</tt> may operate differently depending on whether
or not fog is enabled.</p>
<p>In multi-threaded environments, it is possible for each thread to have a
-differnt GL context current. This means that poor old <tt>glVertex3fv</tt>
+different GL context current. This means that poor old <tt>glVertex3fv</tt>
has to know which GL context is current in the thread where it is being
called.</p>
@@ -207,13 +207,13 @@ few preprocessor defines.</p>
<li>If <tt>GLX_USE_TLS</tt> is defined, method #4 is used.</li>
<li>If <tt>HAVE_PTHREAD</tt> is defined, method #3 is used.</li>
<li>If <tt>WIN32_THREADS</tt> is defined, method #2 is used.</li>
-<li>If none of the preceeding are defined, method #1 is used.</li>
+<li>If none of the preceding are defined, method #1 is used.</li>
</ul>
<p>Two different techniques are used to handle the various different cases.
On x86 and SPARC, a macro called <tt>GL_STUB</tt> is used. In the preamble
of the assembly source file different implementations of the macro are
-selected based on the defined preprocessor variables. The assmebly code
+selected based on the defined preprocessor variables. The assembly code
then consists of a series of invocations of the macros such as:
<blockquote>
@@ -242,7 +242,7 @@ first technique, is to insert <tt>#ifdef</tt> within the assembly
implementation of each function. This makes the assembly file considerably
larger (e.g., 29,332 lines for <tt>glapi_x86-64.S</tt> versus 1,155 lines for
<tt>glapi_x86.S</tt>) and causes simple changes to the function
-implementation to generate many lines of diffs. Since the assmebly files
+implementation to generate many lines of diffs. Since the assembly files
are typically generated by scripts (see <a href="#autogen">below</a>), this
isn't a significant problem.</p>