Assorted spelling fixes.

diff --git a/dlls/kernel/tests/module.c b/dlls/kernel/tests/module.c
index 3fdac84..85dabae 100644
--- a/dlls/kernel/tests/module.c
+++ b/dlls/kernel/tests/module.c
@@ -99,7 +99,7 @@
 {
     HMODULE hModule;
 
-    /* Try to load a non-existing dll */
+    /* Try to load a nonexistent dll */
     SetLastError(0xdeadbeef);
     hModule = LoadLibraryA("non_ex_pv.dll");
     ok( !hModule, "non_ex_pv.dll should be not loadable\n");
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 73cc587..5e930af 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -4928,7 +4928,7 @@
 
 
         } else {
-            /* some applications can not handle odd pitches returned by soft non-power2, so we have
+            /* some applications cannot handle odd pitches returned by soft non-power2, so we have
                to repack the data from pow2Width/Height to expected Width,Height, this makes the
                data returned by GetData non-power2 width/height with hardware non-power2
                pow2Width/height are set to surface width height, repacking isn't needed so it
@@ -5460,21 +5460,21 @@
     else if (pbuffer_support == TRUE && cfgs != NULL /* && some test to make sure that opengl supports pbuffers */) {
 
         /** ********************************************************************
-        * This is a quickley hacked out implementation of offscreen textures
-        * it will work in most cases but there may be problems if the client
-        * modifies the textre directly, or expects the contenst of the rendertarget
-        * to be persistant.
+        * This is a quickly hacked out implementation of offscreen textures.
+        * It will work in most cases but there may be problems if the client
+        * modifies the texture directly, or expects the contents of the rendertarget
+        * to be persistent.
         *
-        * There are some real speed vs compatability issues here:
+        * There are some real speed vs compatibility issues here:
         *    we should really use a new context for every texture, but that eats ram.
         *    we should also be restoring the texture to the pbuffer but that eats CPU
         *    we can also 'reuse' the current pbuffer if the size is larger than the requested buffer,
         *    but if this means reusing the display backbuffer then we need to make sure that
         *    states are correctly preserved.
         * In many cases I would expect that we can 'skip' some functions, such as preserving states,
-        * and gain a good performance increase at the cost of compatability.
+        * and gain a good performance increase at the cost of compatibility.
         * I would suggest that, when this is the case, a user configurable flag be made
-        * available, alowing the user to choose the best emmulated experiance for them.
+        * available, allowing the user to choose the best emmulated experience for them.
          *********************************************************************/
 
         XVisualInfo *visinfo;
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index 64eaa34..d242119 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -914,7 +914,7 @@
         }
     } else {
 
-       /* TODO: possibly use texture recrangle (though we probably more compatable without it) */
+       /* TODO: possibly use texture rectangle (though we are probably more compatible without it) */
         if (This->nonpow2 == TRUE) {
 
             TRACE("non power of two support\n");
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 7175925..5a161c4 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -223,8 +223,8 @@
 /* Memory and object tracking */
 
 /*Structure for holding information on all direct3d objects
-usefull for making sure tracking is ok and when release is called on a device!
-and probably quite handy for debuggin and dumping states out
+useful for making sure tracking is ok and when release is called on a device!
+and probably quite handy for debugging and dumping states out
 */
 typedef struct WineD3DGlobalStatistics {
     int glsurfaceram; /* The aproximate amount of glTexture memory allocated for textures */