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 @@