* In general, you can find shader thread maximums by looking at the "Maximum
* Number of Threads" field in the Intel PRM description of the 3DSTATE_VS,
* 3DSTATE_GS, 3DSTATE_HS, 3DSTATE_DS, and 3DSTATE_PS commands. URB entry
- * limits come from the "Number of URB Entries" field in the the
+ * limits come from the "Number of URB Entries" field in the
* 3DSTATE_URB_VS command and friends.
*
* These fields are used to calculate the scratch space to allocate. The