diff --git a/Source/Core/DolphinWX/Src/ConfigMain.h b/Source/Core/DolphinWX/Src/ConfigMain.h
index 9261fd8953..3e64b9a406 100644
--- a/Source/Core/DolphinWX/Src/ConfigMain.h
+++ b/Source/Core/DolphinWX/Src/ConfigMain.h
@@ -164,9 +164,9 @@ private:
wxArrayString arrayStringFor_Framelimit;
wxArrayString arrayStringFor_CPUEngine;
+ wxArrayString arrayStringFor_FullscreenResolution;
wxArrayString arrayStringFor_Themes;
wxArrayString arrayStringFor_InterfaceLang;
- wxArrayString arrayStringFor_FullscreenResolution;
wxArrayString arrayStringFor_GCSystemLang;
wxArrayString arrayStringFor_WiiSensBarPos;
wxArrayString arrayStringFor_WiiAspectRatio;
diff --git a/Source/Plugins/Plugin_GCPad/Plugin_GCPad.vcproj b/Source/Plugins/Plugin_GCPad/Plugin_GCPad.vcproj
index 274a960117..23f647aafe 100644
--- a/Source/Plugins/Plugin_GCPad/Plugin_GCPad.vcproj
+++ b/Source/Plugins/Plugin_GCPad/Plugin_GCPad.vcproj
@@ -44,7 +44,7 @@
CreateTexture(target_width, target_height, 1, D3DUSAGE_RENDERTARGET, s_efb_color_surface_Format,
D3DPOOL_DEFAULT, &s_efb_color_texture, NULL);
if(s_efb_color_texture)
@@ -105,11 +105,11 @@ void FramebufferManager::Create()
{
s_efb_colorRead_texture->GetSurfaceLevel(0, &s_efb_color_ReadBuffer);
}
- //create an offscreen surface that we can lock to retrieve the data
+ // Create an offscreen surface that we can lock to retrieve the data
hr = D3D::dev->CreateOffscreenPlainSurface(1, 1, s_efb_color_surface_Format, D3DPOOL_SYSTEMMEM, &s_efb_color_OffScreenReadBuffer, NULL);
CHECK(hr, "Create Color offScreen Surface");
- //Select Zbuffer format supported by hadware.
+ // Select Zbuffer format supported by hardware.
if (g_ActiveConfig.bEFBAccessEnable)
{
D3DFORMAT *DepthTexFormats = new D3DFORMAT[5];
@@ -122,19 +122,19 @@ void FramebufferManager::Create()
for(int i = 0; i < 5; i++)
{
s_efb_depth_surface_Format = DepthTexFormats[i];
- //get the framebuffer Depth texture
+ // Get the framebuffer Depth texture
hr = D3D::dev->CreateTexture(target_width, target_height, 1, D3DUSAGE_DEPTHSTENCIL, s_efb_depth_surface_Format,
D3DPOOL_DEFAULT, &s_efb_depth_texture, NULL);
if (!FAILED(hr))
break;
}
- CHECK(hr,"Depth Color Texture");
- //get the Surface
+ CHECK(hr, "Depth Color Texture");
+ // Get the Surface
if(s_efb_depth_texture)
{
s_efb_depth_texture->GetSurfaceLevel(0, &s_efb_depth_surface);
}
- //create a 4x4 pixel texture to work as a buffer for peeking
+ // Create a 4x4 pixel texture to work as a buffer for peeking
if(s_efb_depth_surface_Format == FOURCC_RAWZ || s_efb_depth_surface_Format == D3DFMT_D24X8)
{
DepthTexFormats[0] = D3DFMT_A8R8G8B8;
@@ -148,7 +148,7 @@ void FramebufferManager::Create()
for(int i = 0; i < 2; i++)
{
s_efb_depth_ReadBuffer_Format = DepthTexFormats[i];
- //get the framebuffer Depth texture
+ // Get the framebuffer Depth texture
hr = D3D::dev->CreateTexture(4, 4, 1, D3DUSAGE_RENDERTARGET, s_efb_depth_ReadBuffer_Format,
D3DPOOL_DEFAULT, &s_efb_depthRead_texture, NULL);
if (!FAILED(hr))
@@ -160,7 +160,7 @@ void FramebufferManager::Create()
{
s_efb_depthRead_texture->GetSurfaceLevel(0, &s_efb_depth_ReadBuffer);
}
- //create an offscreen surface that we can lock to retrieve the data
+ // Create an offscreen surface that we can lock to retrieve the data
hr = D3D::dev->CreateOffscreenPlainSurface(4, 4, s_efb_depth_ReadBuffer_Format, D3DPOOL_SYSTEMMEM, &s_efb_depth_OffScreenReadBuffer, NULL);
CHECK(hr, "Create Depth offScreen Surface");
delete [] DepthTexFormats;
@@ -280,7 +280,7 @@ void FramebufferManager::replaceVirtualXFB()
if (dstLower >= srcLower && dstUpper <= srcUpper)
{
- // invalidate the data
+ // Invalidate the data
it->xfbAddr = 0;
it->xfbHeight = 0;
it->xfbWidth = 0;
@@ -328,7 +328,7 @@ void FramebufferManager::copyToVirtualXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight
if (it == m_virtualXFBList.end() && (int)m_virtualXFBList.size() >= MAX_VIRTUAL_XFB)
{
- // replace the last virtual XFB
+ // Replace the last virtual XFB
--it;
}
@@ -410,7 +410,7 @@ void FramebufferManager::copyToVirtualXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight
return;
LPDIRECT3DTEXTURE9 read_texture = GetEFBColorTexture(sourceRc);
- Renderer::ResetAPIState(); // reset any game specific settings
+ Renderer::ResetAPIState(); // Reset any game specific settings
LPDIRECT3DSURFACE9 Rendersurf = NULL;
xfbTexture->GetSurfaceLevel(0, &Rendersurf);
diff --git a/Source/Plugins/Plugin_Wiimote/Plugin_Wiimote.vcproj b/Source/Plugins/Plugin_Wiimote/Plugin_Wiimote.vcproj
index 4aed745fd9..d1c02c8ab8 100644
--- a/Source/Plugins/Plugin_Wiimote/Plugin_Wiimote.vcproj
+++ b/Source/Plugins/Plugin_Wiimote/Plugin_Wiimote.vcproj
@@ -44,7 +44,7 @@