Index: cc/scheduler/scheduler_state_machine.cc |
diff --git a/cc/scheduler/scheduler_state_machine.cc b/cc/scheduler/scheduler_state_machine.cc |
index 54b78ddd7df5a0faaf3fb66213bbdd6004c6fd07..8a1af521fbe9657c46740d52f917e73b1caae2dc 100644 |
--- a/cc/scheduler/scheduler_state_machine.cc |
+++ b/cc/scheduler/scheduler_state_machine.cc |
@@ -305,7 +305,7 @@ bool SchedulerStateMachine::ShouldBeginOutputSurfaceCreation() const { |
if (begin_impl_frame_state_ != BEGIN_IMPL_FRAME_STATE_IDLE) |
return false; |
- // We want to clear the pipline of any pending draws and activations |
+ // We want to clear the pipeline of any pending draws and activations |
// before starting output surface initialization. This allows us to avoid |
// weird corner cases where we abort draws or force activation while we |
// are initializing the output surface. |
@@ -320,7 +320,7 @@ bool SchedulerStateMachine::ShouldBeginOutputSurfaceCreation() const { |
bool SchedulerStateMachine::ShouldDraw() const { |
// If we need to abort draws, we should do so ASAP since the draw could |
// be blocking other important actions (like output surface initialization), |
- // from occuring. If we are waiting for the first draw, then perfom the |
+ // from occurring. If we are waiting for the first draw, then perform the |
// aborted draw to keep things moving. If we are not waiting for the first |
// draw however, we don't want to abort for no reason. |
if (PendingDrawsShouldBeAborted()) |