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>
This commit is contained in:
Masanari Iida 2015-11-16 20:07:37 +09:00 committed by Jonathan Corbet
parent 547d4c1078
commit d53a7b8ff6

View File

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