Add typos to Repository CI (#5191)

Co-authored-by: Andreas Reich <r_andreas2@web.de>
This commit is contained in:
Connor Fitzgerald
2024-02-05 12:30:29 -05:00
committed by GitHub
parent c2c0d5f400
commit faed98b45c
80 changed files with 187 additions and 162 deletions

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@@ -142,7 +142,7 @@ impl SurfaceWrapper {
/// a surface (and hence a canvas) to be present to create the adapter.
///
/// We cannot unconditionally create a surface here, as Android requires
/// us to wait until we recieve the `Resumed` event to do so.
/// us to wait until we receive the `Resumed` event to do so.
fn pre_adapter(&mut self, instance: &Instance, window: Arc<Window>) {
if cfg!(target_arch = "wasm32") {
self.surface = Some(instance.create_surface(window).unwrap());
@@ -160,7 +160,7 @@ impl SurfaceWrapper {
}
}
/// Called when an event which matches [`Self::start_condition`] is recieved.
/// Called when an event which matches [`Self::start_condition`] is received.
///
/// On all native platforms, this is where we create the surface.
///

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@@ -22,7 +22,7 @@ cargo run --bin wgpu-examples hello_workgroups
- No two workgroups can be guaranteed to be executed in parallel.
- No two workgroups can be guaranteed NOT to be executed in parallel.
- No set of workgroups can be guaranteed to execute in any predictable or reliable order in relation to each other.
- Ths size of a workgroup is defined with the `@workgroup_size` attribute on a compute shader main function.
- The size of a workgroup is defined with the `@workgroup_size` attribute on a compute shader main function.
- The location of an invocation within its workgroup grid can be got with `@builtin(local_invocation_id)`.
- The location of an invocation within the entire compute shader grid can be gotten with `@builtin(global_invocation_id)`.
- The location of an invocation's workgroup within the dispatch grid can be gotten with `@builtin(workgroup_id)`.

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@@ -101,7 +101,7 @@ async fn compute(local_buffer: &mut [u32], context: &WgpuContext) {
// buffered and receiving will just pick that up.
//
// It may also be worth noting that although on native, the usage of asynchronous
// channels is wholely unnecessary, for the sake of portability to WASM (std channels
// channels is wholly unnecessary, for the sake of portability to WASM (std channels
// don't work on WASM,) we'll use async channels that work on both native and WASM.
let (sender, receiver) = flume::bounded(1);
buffer_slice.map_async(wgpu::MapMode::Read, move |r| sender.send(r).unwrap());

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@@ -112,7 +112,7 @@ impl crate::framework::Example for Example {
}
};
let non_uniform_shader_module;
// TODO: Because naga's capibilities are evaluated on validate, not on write, we cannot make a shader module with unsupported
// TODO: Because naga's capabilities are evaluated on validate, not on write, we cannot make a shader module with unsupported
// capabilities even if we don't use it. So for now put it in a separate module.
let fragment_shader_module = if !uniform_workaround {
non_uniform_shader_module =

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@@ -1,6 +1,6 @@
// Some credit to https://github.com/paulgb/wgsl-playground/tree/main.
// We use seperate the x and y instead of using a vec2 to avoid wgsl padding.
// We use separate the x and y instead of using a vec2 to avoid wgsl padding.
struct AppState {
pos_x: f32,
pos_y: f32,