Doc: ioctl: Fix typos in Documentation/ioctl
This patch fix some spelling typos in Documentation/ioctl. Signed-off-by: Masanari Iida <standby24x7@gmail.com> Acked-by: Randy Dunlap <rdunlap@infradead.org> Signed-off-by: Jonathan Corbet <corbet@lwn.net>
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@ -122,7 +122,7 @@ Time, Waiting and Missing it
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----------------------------
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GPUs do most everything asynchronously, so we have a need to time operations and
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wait for oustanding ones. This is really tricky business; at the moment none of
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wait for outstanding ones. This is really tricky business; at the moment none of
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the ioctls supported by the drm/i915 get this fully right, which means there's
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still tons more lessons to learn here.
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@ -146,7 +146,7 @@ still tons more lessons to learn here.
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ioctl restartable relative timeouts tend to be too coarse and can
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indefinitely extend your wait time due to rounding on each restart.
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Especially if your reference clock is something really slow like the display
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frame counter. With a spec laywer hat on this isn't a bug since timeouts can
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frame counter. With a spec lawyer hat on this isn't a bug since timeouts can
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always be extended - but users will surely hate you if their neat animations
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starts to stutter due to this.
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@ -176,7 +176,7 @@ entails its own little set of pitfalls:
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* Ensure that you have sufficient insulation between different clients. By
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default pick a private per-fd namespace which forces any sharing to be done
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explictly. Only go with a more global per-device namespace if the objects
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explicitly. Only go with a more global per-device namespace if the objects
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are truly device-unique. One counterexample in the drm modeset interfaces is
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that the per-device modeset objects like connectors share a namespace with
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framebuffer objects, which mostly are not shared at all. A separate
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