clang-modernize -use-nullptr

and s/\bNULL\b/nullptr/g for *.cpp/h/mm files not compiled on my machine
This commit is contained in:
Tillmann Karras
2014-03-09 21:14:26 +01:00
parent f28116b7da
commit d802d39281
292 changed files with 1526 additions and 1526 deletions

View File

@ -849,21 +849,21 @@ static const char EFB_ENCODE_PS[] =
;
PSTextureEncoder::PSTextureEncoder()
: m_ready(false), m_out(NULL), m_outRTV(NULL), m_outStage(NULL),
m_encodeParams(NULL),
m_quad(NULL), m_vShader(NULL), m_quadLayout(NULL),
m_efbEncodeBlendState(NULL), m_efbEncodeDepthState(NULL),
m_efbEncodeRastState(NULL), m_efbSampler(NULL),
m_dynamicShader(NULL), m_classLinkage(NULL)
: m_ready(false), m_out(nullptr), m_outRTV(nullptr), m_outStage(nullptr),
m_encodeParams(nullptr),
m_quad(nullptr), m_vShader(nullptr), m_quadLayout(nullptr),
m_efbEncodeBlendState(nullptr), m_efbEncodeDepthState(nullptr),
m_efbEncodeRastState(nullptr), m_efbSampler(nullptr),
m_dynamicShader(nullptr), m_classLinkage(nullptr)
{
for (size_t i = 0; i < 4; ++i)
m_fetchClass[i] = NULL;
m_fetchClass[i] = nullptr;
for (size_t i = 0; i < 2; ++i)
m_scaledFetchClass[i] = NULL;
m_scaledFetchClass[i] = nullptr;
for (size_t i = 0; i < 2; ++i)
m_intensityClass[i] = NULL;
m_intensityClass[i] = nullptr;
for (size_t i = 0; i < 16; ++i)
m_generatorClass[i] = NULL;
m_generatorClass[i] = nullptr;
}
static const D3D11_INPUT_ELEMENT_DESC QUAD_LAYOUT_DESC[] = {
@ -888,7 +888,7 @@ void PSTextureEncoder::Init()
D3D11_TEXTURE2D_DESC t2dd = CD3D11_TEXTURE2D_DESC(
DXGI_FORMAT_R32G32B32A32_UINT,
EFB_WIDTH, EFB_HEIGHT/4, 1, 1, D3D11_BIND_RENDER_TARGET);
hr = D3D::device->CreateTexture2D(&t2dd, NULL, &m_out);
hr = D3D::device->CreateTexture2D(&t2dd, nullptr, &m_out);
CHECK(SUCCEEDED(hr), "create efb encode output texture");
D3D::SetDebugObjectName(m_out, "efb encoder output texture");
@ -905,7 +905,7 @@ void PSTextureEncoder::Init()
t2dd.Usage = D3D11_USAGE_STAGING;
t2dd.BindFlags = 0;
t2dd.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
hr = D3D::device->CreateTexture2D(&t2dd, NULL, &m_outStage);
hr = D3D::device->CreateTexture2D(&t2dd, nullptr, &m_outStage);
CHECK(SUCCEEDED(hr), "create efb encode output staging buffer");
D3D::SetDebugObjectName(m_outStage, "efb encoder output staging buffer");
@ -913,7 +913,7 @@ void PSTextureEncoder::Init()
D3D11_BUFFER_DESC bd = CD3D11_BUFFER_DESC(sizeof(EFBEncodeParams),
D3D11_BIND_CONSTANT_BUFFER);
hr = D3D::device->CreateBuffer(&bd, NULL, &m_encodeParams);
hr = D3D::device->CreateBuffer(&bd, nullptr, &m_encodeParams);
CHECK(SUCCEEDED(hr), "create efb encode params buffer");
D3D::SetDebugObjectName(m_encodeParams, "efb encoder params buffer");
@ -929,14 +929,14 @@ void PSTextureEncoder::Init()
// Create vertex shader
D3DBlob* bytecode = NULL;
D3DBlob* bytecode = nullptr;
if (!D3D::CompileVertexShader(EFB_ENCODE_VS, sizeof(EFB_ENCODE_VS), &bytecode))
{
ERROR_LOG(VIDEO, "EFB encode vertex shader failed to compile");
return;
}
hr = D3D::device->CreateVertexShader(bytecode->Data(), bytecode->Size(), NULL, &m_vShader);
hr = D3D::device->CreateVertexShader(bytecode->Data(), bytecode->Size(), nullptr, &m_vShader);
CHECK(SUCCEEDED(hr), "create efb encode vertex shader");
D3D::SetDebugObjectName(m_vShader, "efb encoder vertex shader");
@ -1084,7 +1084,7 @@ size_t PSTextureEncoder::Encode(u8* dst, unsigned int dstFormat,
if (SetStaticShader(dstFormat, srcFormat, isIntensity, scaleByHalf))
#endif
{
D3D::context->VSSetShader(m_vShader, NULL, 0);
D3D::context->VSSetShader(m_vShader, nullptr, 0);
D3D::stateman->PushBlendState(m_efbEncodeBlendState);
D3D::stateman->PushDepthState(m_efbEncodeDepthState);
@ -1116,11 +1116,11 @@ size_t PSTextureEncoder::Encode(u8* dst, unsigned int dstFormat,
params.TexTop = float(targetRect.top) / g_renderer->GetTargetHeight();
params.TexRight = float(targetRect.right) / g_renderer->GetTargetWidth();
params.TexBottom = float(targetRect.bottom) / g_renderer->GetTargetHeight();
D3D::context->UpdateSubresource(m_encodeParams, 0, NULL, &params, 0, 0);
D3D::context->UpdateSubresource(m_encodeParams, 0, nullptr, &params, 0, 0);
D3D::context->VSSetConstantBuffers(0, 1, &m_encodeParams);
D3D::context->OMSetRenderTargets(1, &m_outRTV, NULL);
D3D::context->OMSetRenderTargets(1, &m_outRTV, nullptr);
ID3D11ShaderResourceView* pEFB = (srcFormat == PIXELFMT_Z24) ?
FramebufferManager::GetEFBDepthTexture()->GetSRV() :
@ -1144,13 +1144,13 @@ size_t PSTextureEncoder::Encode(u8* dst, unsigned int dstFormat,
// Clean up state
IUnknown* nullDummy = NULL;
IUnknown* nullDummy = nullptr;
D3D::context->PSSetSamplers(0, 1, (ID3D11SamplerState**)&nullDummy);
D3D::context->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&nullDummy);
D3D::context->PSSetConstantBuffers(0, 1, (ID3D11Buffer**)&nullDummy);
D3D::context->OMSetRenderTargets(0, NULL, NULL);
D3D::context->OMSetRenderTargets(0, nullptr, nullptr);
D3D::context->VSSetConstantBuffers(0, 1, (ID3D11Buffer**)&nullDummy);
@ -1158,8 +1158,8 @@ size_t PSTextureEncoder::Encode(u8* dst, unsigned int dstFormat,
D3D::stateman->PopDepthState();
D3D::stateman->PopBlendState();
D3D::context->PSSetShader(NULL, NULL, 0);
D3D::context->VSSetShader(NULL, NULL, 0);
D3D::context->PSSetShader(nullptr, nullptr, 0);
D3D::context->VSSetShader(nullptr, nullptr, 0);
// Transfer staging buffer to GameCube/Wii RAM
@ -1221,7 +1221,7 @@ bool PSTextureEncoder::SetStaticShader(unsigned int dstFormat, unsigned int srcF
ComboMap::iterator it = m_staticShaders.find(key);
if (it == m_staticShaders.end())
{
const char* generatorFuncName = NULL;
const char* generatorFuncName = nullptr;
switch (generatorNum)
{
case 0x0: generatorFuncName = "Generate_0"; break;
@ -1239,7 +1239,7 @@ bool PSTextureEncoder::SetStaticShader(unsigned int dstFormat, unsigned int srcF
case 0xC: generatorFuncName = "Generate_C"; break;
default:
WARN_LOG(VIDEO, "No generator available for dst format 0x%X; aborting", generatorNum);
m_staticShaders[key] = NULL;
m_staticShaders[key] = nullptr;
return false;
}
@ -1247,13 +1247,13 @@ bool PSTextureEncoder::SetStaticShader(unsigned int dstFormat, unsigned int srcF
dstFormat, srcFormat, isIntensity ? 1 : 0, scaleByHalf ? 1 : 0);
// Shader permutation not found, so compile it
D3DBlob* bytecode = NULL;
D3DBlob* bytecode = nullptr;
D3D_SHADER_MACRO macros[] = {
{ "IMP_FETCH", FETCH_FUNC_NAMES[fetchNum] },
{ "IMP_SCALEDFETCH", SCALEDFETCH_FUNC_NAMES[scaledFetchNum] },
{ "IMP_INTENSITY", INTENSITY_FUNC_NAMES[intensityNum] },
{ "IMP_GENERATOR", generatorFuncName },
{ NULL, NULL }
{ nullptr, nullptr }
};
if (!D3D::CompilePixelShader(EFB_ENCODE_PS, sizeof(EFB_ENCODE_PS), &bytecode, macros))
{
@ -1261,12 +1261,12 @@ bool PSTextureEncoder::SetStaticShader(unsigned int dstFormat, unsigned int srcF
dstFormat, srcFormat, isIntensity ? 1 : 0, scaleByHalf ? 1 : 0);
// Add dummy shader to map to prevent trying to compile over and
// over again
m_staticShaders[key] = NULL;
m_staticShaders[key] = nullptr;
return false;
}
ID3D11PixelShader* newShader;
HRESULT hr = D3D::device->CreatePixelShader(bytecode->Data(), bytecode->Size(), NULL, &newShader);
HRESULT hr = D3D::device->CreatePixelShader(bytecode->Data(), bytecode->Size(), nullptr, &newShader);
CHECK(SUCCEEDED(hr), "create efb encoder pixel shader");
it = m_staticShaders.insert(std::make_pair(key, newShader)).first;
@ -1277,7 +1277,7 @@ bool PSTextureEncoder::SetStaticShader(unsigned int dstFormat, unsigned int srcF
{
if (it->second)
{
D3D::context->PSSetShader(it->second, NULL, 0);
D3D::context->PSSetShader(it->second, nullptr, 0);
return true;
}
else
@ -1292,11 +1292,11 @@ bool PSTextureEncoder::InitDynamicMode()
HRESULT hr;
D3D_SHADER_MACRO macros[] = {
{ "DYNAMIC_MODE", NULL },
{ NULL, NULL }
{ "DYNAMIC_MODE", nullptr },
{ nullptr, nullptr }
};
D3DBlob* bytecode = NULL;
D3DBlob* bytecode = nullptr;
if (!D3D::CompilePixelShader(EFB_ENCODE_PS, sizeof(EFB_ENCODE_PS), &bytecode, macros))
{
ERROR_LOG(VIDEO, "EFB encode pixel shader failed to compile");
@ -1313,14 +1313,14 @@ bool PSTextureEncoder::InitDynamicMode()
// Use D3DReflect
ID3D11ShaderReflection* reflect = NULL;
ID3D11ShaderReflection* reflect = nullptr;
hr = PD3DReflect(bytecode->Data(), bytecode->Size(), IID_ID3D11ShaderReflection, (void**)&reflect);
CHECK(SUCCEEDED(hr), "reflect on efb encoder shader");
// Get number of slots and create dynamic linkage array
UINT numSlots = reflect->GetNumInterfaceSlots();
m_linkageArray.resize(numSlots, NULL);
m_linkageArray.resize(numSlots, nullptr);
// Get interface slots
@ -1342,13 +1342,13 @@ bool PSTextureEncoder::InitDynamicMode()
// Class instances will be created at the time they are used
for (size_t i = 0; i < 4; ++i)
m_fetchClass[i] = NULL;
m_fetchClass[i] = nullptr;
for (size_t i = 0; i < 2; ++i)
m_scaledFetchClass[i] = NULL;
m_scaledFetchClass[i] = nullptr;
for (size_t i = 0; i < 2; ++i)
m_intensityClass[i] = NULL;
m_intensityClass[i] = nullptr;
for (size_t i = 0; i < 16; ++i)
m_generatorClass[i] = NULL;
m_generatorClass[i] = nullptr;
reflect->Release();
bytecode->Release();
@ -1378,7 +1378,7 @@ bool PSTextureEncoder::SetDynamicShader(unsigned int dstFormat,
// FIXME: Not all the possible generators are available as classes yet.
// When dynamic mode is usable, implement them.
const char* generatorName = NULL;
const char* generatorName = nullptr;
switch (generatorNum)
{
case 0x4: generatorName = "cGenerator_4"; break;
@ -1438,7 +1438,7 @@ bool PSTextureEncoder::SetDynamicShader(unsigned int dstFormat,
m_linkageArray[m_generatorSlot] = m_generatorClass[generatorNum];
D3D::context->PSSetShader(m_dynamicShader,
m_linkageArray.empty() ? NULL : &m_linkageArray[0],
m_linkageArray.empty() ? nullptr : &m_linkageArray[0],
(UINT)m_linkageArray.size());
return true;