mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-06-16 12:58:33 +02:00
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:
@ -849,21 +849,21 @@ static const char EFB_ENCODE_PS[] =
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;
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PSTextureEncoder::PSTextureEncoder()
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: m_ready(false), m_out(NULL), m_outRTV(NULL), m_outStage(NULL),
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m_encodeParams(NULL),
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m_quad(NULL), m_vShader(NULL), m_quadLayout(NULL),
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m_efbEncodeBlendState(NULL), m_efbEncodeDepthState(NULL),
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m_efbEncodeRastState(NULL), m_efbSampler(NULL),
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m_dynamicShader(NULL), m_classLinkage(NULL)
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: m_ready(false), m_out(nullptr), m_outRTV(nullptr), m_outStage(nullptr),
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m_encodeParams(nullptr),
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m_quad(nullptr), m_vShader(nullptr), m_quadLayout(nullptr),
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m_efbEncodeBlendState(nullptr), m_efbEncodeDepthState(nullptr),
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m_efbEncodeRastState(nullptr), m_efbSampler(nullptr),
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m_dynamicShader(nullptr), m_classLinkage(nullptr)
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{
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for (size_t i = 0; i < 4; ++i)
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m_fetchClass[i] = NULL;
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m_fetchClass[i] = nullptr;
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for (size_t i = 0; i < 2; ++i)
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m_scaledFetchClass[i] = NULL;
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m_scaledFetchClass[i] = nullptr;
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for (size_t i = 0; i < 2; ++i)
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m_intensityClass[i] = NULL;
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m_intensityClass[i] = nullptr;
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for (size_t i = 0; i < 16; ++i)
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m_generatorClass[i] = NULL;
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m_generatorClass[i] = nullptr;
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}
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static const D3D11_INPUT_ELEMENT_DESC QUAD_LAYOUT_DESC[] = {
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@ -888,7 +888,7 @@ void PSTextureEncoder::Init()
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D3D11_TEXTURE2D_DESC t2dd = CD3D11_TEXTURE2D_DESC(
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DXGI_FORMAT_R32G32B32A32_UINT,
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EFB_WIDTH, EFB_HEIGHT/4, 1, 1, D3D11_BIND_RENDER_TARGET);
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hr = D3D::device->CreateTexture2D(&t2dd, NULL, &m_out);
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hr = D3D::device->CreateTexture2D(&t2dd, nullptr, &m_out);
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CHECK(SUCCEEDED(hr), "create efb encode output texture");
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D3D::SetDebugObjectName(m_out, "efb encoder output texture");
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@ -905,7 +905,7 @@ void PSTextureEncoder::Init()
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t2dd.Usage = D3D11_USAGE_STAGING;
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t2dd.BindFlags = 0;
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t2dd.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
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hr = D3D::device->CreateTexture2D(&t2dd, NULL, &m_outStage);
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hr = D3D::device->CreateTexture2D(&t2dd, nullptr, &m_outStage);
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CHECK(SUCCEEDED(hr), "create efb encode output staging buffer");
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D3D::SetDebugObjectName(m_outStage, "efb encoder output staging buffer");
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@ -913,7 +913,7 @@ void PSTextureEncoder::Init()
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D3D11_BUFFER_DESC bd = CD3D11_BUFFER_DESC(sizeof(EFBEncodeParams),
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D3D11_BIND_CONSTANT_BUFFER);
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hr = D3D::device->CreateBuffer(&bd, NULL, &m_encodeParams);
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hr = D3D::device->CreateBuffer(&bd, nullptr, &m_encodeParams);
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CHECK(SUCCEEDED(hr), "create efb encode params buffer");
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D3D::SetDebugObjectName(m_encodeParams, "efb encoder params buffer");
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@ -929,14 +929,14 @@ void PSTextureEncoder::Init()
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// Create vertex shader
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D3DBlob* bytecode = NULL;
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D3DBlob* bytecode = nullptr;
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if (!D3D::CompileVertexShader(EFB_ENCODE_VS, sizeof(EFB_ENCODE_VS), &bytecode))
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{
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ERROR_LOG(VIDEO, "EFB encode vertex shader failed to compile");
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return;
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}
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hr = D3D::device->CreateVertexShader(bytecode->Data(), bytecode->Size(), NULL, &m_vShader);
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hr = D3D::device->CreateVertexShader(bytecode->Data(), bytecode->Size(), nullptr, &m_vShader);
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CHECK(SUCCEEDED(hr), "create efb encode vertex shader");
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D3D::SetDebugObjectName(m_vShader, "efb encoder vertex shader");
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@ -1084,7 +1084,7 @@ size_t PSTextureEncoder::Encode(u8* dst, unsigned int dstFormat,
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if (SetStaticShader(dstFormat, srcFormat, isIntensity, scaleByHalf))
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#endif
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{
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D3D::context->VSSetShader(m_vShader, NULL, 0);
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D3D::context->VSSetShader(m_vShader, nullptr, 0);
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D3D::stateman->PushBlendState(m_efbEncodeBlendState);
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D3D::stateman->PushDepthState(m_efbEncodeDepthState);
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@ -1116,11 +1116,11 @@ size_t PSTextureEncoder::Encode(u8* dst, unsigned int dstFormat,
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params.TexTop = float(targetRect.top) / g_renderer->GetTargetHeight();
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params.TexRight = float(targetRect.right) / g_renderer->GetTargetWidth();
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params.TexBottom = float(targetRect.bottom) / g_renderer->GetTargetHeight();
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D3D::context->UpdateSubresource(m_encodeParams, 0, NULL, ¶ms, 0, 0);
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D3D::context->UpdateSubresource(m_encodeParams, 0, nullptr, ¶ms, 0, 0);
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D3D::context->VSSetConstantBuffers(0, 1, &m_encodeParams);
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D3D::context->OMSetRenderTargets(1, &m_outRTV, NULL);
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D3D::context->OMSetRenderTargets(1, &m_outRTV, nullptr);
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ID3D11ShaderResourceView* pEFB = (srcFormat == PIXELFMT_Z24) ?
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FramebufferManager::GetEFBDepthTexture()->GetSRV() :
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@ -1144,13 +1144,13 @@ size_t PSTextureEncoder::Encode(u8* dst, unsigned int dstFormat,
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// Clean up state
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IUnknown* nullDummy = NULL;
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IUnknown* nullDummy = nullptr;
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D3D::context->PSSetSamplers(0, 1, (ID3D11SamplerState**)&nullDummy);
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D3D::context->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&nullDummy);
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D3D::context->PSSetConstantBuffers(0, 1, (ID3D11Buffer**)&nullDummy);
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D3D::context->OMSetRenderTargets(0, NULL, NULL);
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D3D::context->OMSetRenderTargets(0, nullptr, nullptr);
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D3D::context->VSSetConstantBuffers(0, 1, (ID3D11Buffer**)&nullDummy);
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@ -1158,8 +1158,8 @@ size_t PSTextureEncoder::Encode(u8* dst, unsigned int dstFormat,
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D3D::stateman->PopDepthState();
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D3D::stateman->PopBlendState();
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D3D::context->PSSetShader(NULL, NULL, 0);
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D3D::context->VSSetShader(NULL, NULL, 0);
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D3D::context->PSSetShader(nullptr, nullptr, 0);
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D3D::context->VSSetShader(nullptr, nullptr, 0);
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// Transfer staging buffer to GameCube/Wii RAM
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@ -1221,7 +1221,7 @@ bool PSTextureEncoder::SetStaticShader(unsigned int dstFormat, unsigned int srcF
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ComboMap::iterator it = m_staticShaders.find(key);
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if (it == m_staticShaders.end())
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{
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const char* generatorFuncName = NULL;
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const char* generatorFuncName = nullptr;
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switch (generatorNum)
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{
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case 0x0: generatorFuncName = "Generate_0"; break;
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@ -1239,7 +1239,7 @@ bool PSTextureEncoder::SetStaticShader(unsigned int dstFormat, unsigned int srcF
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case 0xC: generatorFuncName = "Generate_C"; break;
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default:
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WARN_LOG(VIDEO, "No generator available for dst format 0x%X; aborting", generatorNum);
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m_staticShaders[key] = NULL;
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m_staticShaders[key] = nullptr;
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return false;
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}
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@ -1247,13 +1247,13 @@ bool PSTextureEncoder::SetStaticShader(unsigned int dstFormat, unsigned int srcF
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dstFormat, srcFormat, isIntensity ? 1 : 0, scaleByHalf ? 1 : 0);
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// Shader permutation not found, so compile it
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D3DBlob* bytecode = NULL;
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D3DBlob* bytecode = nullptr;
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D3D_SHADER_MACRO macros[] = {
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{ "IMP_FETCH", FETCH_FUNC_NAMES[fetchNum] },
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{ "IMP_SCALEDFETCH", SCALEDFETCH_FUNC_NAMES[scaledFetchNum] },
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{ "IMP_INTENSITY", INTENSITY_FUNC_NAMES[intensityNum] },
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{ "IMP_GENERATOR", generatorFuncName },
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{ NULL, NULL }
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{ nullptr, nullptr }
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};
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if (!D3D::CompilePixelShader(EFB_ENCODE_PS, sizeof(EFB_ENCODE_PS), &bytecode, macros))
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{
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@ -1261,12 +1261,12 @@ bool PSTextureEncoder::SetStaticShader(unsigned int dstFormat, unsigned int srcF
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dstFormat, srcFormat, isIntensity ? 1 : 0, scaleByHalf ? 1 : 0);
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// Add dummy shader to map to prevent trying to compile over and
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// over again
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m_staticShaders[key] = NULL;
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m_staticShaders[key] = nullptr;
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return false;
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}
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ID3D11PixelShader* newShader;
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HRESULT hr = D3D::device->CreatePixelShader(bytecode->Data(), bytecode->Size(), NULL, &newShader);
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HRESULT hr = D3D::device->CreatePixelShader(bytecode->Data(), bytecode->Size(), nullptr, &newShader);
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CHECK(SUCCEEDED(hr), "create efb encoder pixel shader");
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it = m_staticShaders.insert(std::make_pair(key, newShader)).first;
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@ -1277,7 +1277,7 @@ bool PSTextureEncoder::SetStaticShader(unsigned int dstFormat, unsigned int srcF
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{
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if (it->second)
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{
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D3D::context->PSSetShader(it->second, NULL, 0);
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D3D::context->PSSetShader(it->second, nullptr, 0);
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return true;
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}
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else
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@ -1292,11 +1292,11 @@ bool PSTextureEncoder::InitDynamicMode()
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HRESULT hr;
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D3D_SHADER_MACRO macros[] = {
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{ "DYNAMIC_MODE", NULL },
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{ NULL, NULL }
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{ "DYNAMIC_MODE", nullptr },
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{ nullptr, nullptr }
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};
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D3DBlob* bytecode = NULL;
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D3DBlob* bytecode = nullptr;
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if (!D3D::CompilePixelShader(EFB_ENCODE_PS, sizeof(EFB_ENCODE_PS), &bytecode, macros))
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{
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ERROR_LOG(VIDEO, "EFB encode pixel shader failed to compile");
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@ -1313,14 +1313,14 @@ bool PSTextureEncoder::InitDynamicMode()
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// Use D3DReflect
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ID3D11ShaderReflection* reflect = NULL;
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ID3D11ShaderReflection* reflect = nullptr;
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hr = PD3DReflect(bytecode->Data(), bytecode->Size(), IID_ID3D11ShaderReflection, (void**)&reflect);
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CHECK(SUCCEEDED(hr), "reflect on efb encoder shader");
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// Get number of slots and create dynamic linkage array
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UINT numSlots = reflect->GetNumInterfaceSlots();
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m_linkageArray.resize(numSlots, NULL);
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m_linkageArray.resize(numSlots, nullptr);
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// Get interface slots
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@ -1342,13 +1342,13 @@ bool PSTextureEncoder::InitDynamicMode()
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// Class instances will be created at the time they are used
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for (size_t i = 0; i < 4; ++i)
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m_fetchClass[i] = NULL;
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m_fetchClass[i] = nullptr;
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for (size_t i = 0; i < 2; ++i)
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m_scaledFetchClass[i] = NULL;
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m_scaledFetchClass[i] = nullptr;
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for (size_t i = 0; i < 2; ++i)
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m_intensityClass[i] = NULL;
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m_intensityClass[i] = nullptr;
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for (size_t i = 0; i < 16; ++i)
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m_generatorClass[i] = NULL;
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m_generatorClass[i] = nullptr;
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reflect->Release();
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bytecode->Release();
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@ -1378,7 +1378,7 @@ bool PSTextureEncoder::SetDynamicShader(unsigned int dstFormat,
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// FIXME: Not all the possible generators are available as classes yet.
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// When dynamic mode is usable, implement them.
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const char* generatorName = NULL;
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const char* generatorName = nullptr;
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switch (generatorNum)
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{
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case 0x4: generatorName = "cGenerator_4"; break;
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@ -1438,7 +1438,7 @@ bool PSTextureEncoder::SetDynamicShader(unsigned int dstFormat,
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m_linkageArray[m_generatorSlot] = m_generatorClass[generatorNum];
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D3D::context->PSSetShader(m_dynamicShader,
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m_linkageArray.empty() ? NULL : &m_linkageArray[0],
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m_linkageArray.empty() ? nullptr : &m_linkageArray[0],
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(UINT)m_linkageArray.size());
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return true;
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