From: Jordan Justen <jljusten@debian.org>
Date: Wed, 25 Aug 2021 16:36:19 -0700
Subject: renderdoc: Fix misspelling: existance => existence

Signed-off-by: Jordan Justen <jljusten@debian.org>
---
 qrenderdoc/Code/pyrenderdoc/python.props   | 2 +-
 renderdoc/api/replay/shader_types.h        | 2 +-
 renderdoc/driver/gl/gl_program_iterate.cpp | 2 +-
 3 files changed, 3 insertions(+), 3 deletions(-)

diff --git a/qrenderdoc/Code/pyrenderdoc/python.props b/qrenderdoc/Code/pyrenderdoc/python.props
index c3bd877..7c7dac2 100644
--- a/qrenderdoc/Code/pyrenderdoc/python.props
+++ b/qrenderdoc/Code/pyrenderdoc/python.props
@@ -25,7 +25,7 @@
      ALSO: pythonXY.zip isn't included in the installed distribution (it instead
      uses the Lib/ folder with all the loose uncompiled library source).
      It will need to be generated manually or obtained from the embeddable zip.
-     As a result we use the existance of the .lib, .h and .zip as a key to
+     As a result we use the existence of the .lib, .h and .zip as a key to
      ensure we only use -->
 
 <!-- MSBuild doesn't implement a simple loop so just do this by hand by
diff --git a/renderdoc/api/replay/shader_types.h b/renderdoc/api/replay/shader_types.h
index 0265e80..d752fe8 100644
--- a/renderdoc/api/replay/shader_types.h
+++ b/renderdoc/api/replay/shader_types.h
@@ -677,7 +677,7 @@ struct ShaderVariableChange
   }
 
   DOCUMENT(R"(The value of the variable before the change. If this variable is uninitialised that
-means the variable came into existance on this step.
+means the variable came into existence on this step.
 
 :type: ShaderVariable
 )");
diff --git a/renderdoc/driver/gl/gl_program_iterate.cpp b/renderdoc/driver/gl/gl_program_iterate.cpp
index b152682..feed800 100644
--- a/renderdoc/driver/gl/gl_program_iterate.cpp
+++ b/renderdoc/driver/gl/gl_program_iterate.cpp
@@ -936,7 +936,7 @@ static void ForAllProgramUniforms(SerialiserType *ser, CaptureState state,
           RDCASSERT(baseLocation == uniform.Values[0].Location);
 
           // for SPIR-V the locations are fixed in the shader and are not mutable. We just check for
-          // existance of something with this location. If nothing is found, we return -1
+          // existence of something with this location. If nothing is found, we return -1
           // (non-existant) which prevents us from trying to write to a bad location.
           for(const UnrolledSPIRVConstant &var : spirvGlobals)
           {
