mirror of
https://github.com/dolphin-emu/dolphin.git
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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:
@ -23,10 +23,10 @@ const VertexShaderCache::VSCacheEntry *VertexShaderCache::last_entry;
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VertexShaderUid VertexShaderCache::last_uid;
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UidChecker<VertexShaderUid,VertexShaderCode> VertexShaderCache::vertex_uid_checker;
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static ID3D11VertexShader* SimpleVertexShader = NULL;
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static ID3D11VertexShader* ClearVertexShader = NULL;
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static ID3D11InputLayout* SimpleLayout = NULL;
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static ID3D11InputLayout* ClearLayout = NULL;
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static ID3D11VertexShader* SimpleVertexShader = nullptr;
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static ID3D11VertexShader* ClearVertexShader = nullptr;
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static ID3D11InputLayout* SimpleLayout = nullptr;
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static ID3D11InputLayout* ClearLayout = nullptr;
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LinearDiskCache<VertexShaderUid, u8> g_vs_disk_cache;
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@ -35,7 +35,7 @@ ID3D11VertexShader* VertexShaderCache::GetClearVertexShader() { return ClearVert
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ID3D11InputLayout* VertexShaderCache::GetSimpleInputLayout() { return SimpleLayout; }
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ID3D11InputLayout* VertexShaderCache::GetClearInputLayout() { return ClearLayout; }
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ID3D11Buffer* vscbuf = NULL;
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ID3D11Buffer* vscbuf = nullptr;
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ID3D11Buffer* &VertexShaderCache::GetConstantBuffer()
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{
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@ -114,7 +114,7 @@ void VertexShaderCache::Init()
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unsigned int cbsize = ((sizeof(VertexShaderConstants))&(~0xf))+0x10; // must be a multiple of 16
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D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(cbsize, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
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HRESULT hr = D3D::device->CreateBuffer(&cbdesc, NULL, &vscbuf);
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HRESULT hr = D3D::device->CreateBuffer(&cbdesc, nullptr, &vscbuf);
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CHECK(hr==S_OK, "Create vertex shader constant buffer (size=%u)", cbsize);
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D3D::SetDebugObjectName((ID3D11DeviceChild*)vscbuf, "vertex shader constant buffer used to emulate the GX pipeline");
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@ -122,7 +122,7 @@ void VertexShaderCache::Init()
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D3D::CompileVertexShader(simple_shader_code, sizeof(simple_shader_code), &blob);
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D3D::device->CreateInputLayout(simpleelems, 2, blob->Data(), blob->Size(), &SimpleLayout);
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SimpleVertexShader = D3D::CreateVertexShaderFromByteCode(blob);
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if (SimpleLayout == NULL || SimpleVertexShader == NULL) PanicAlert("Failed to create simple vertex shader or input layout at %s %d\n", __FILE__, __LINE__);
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if (SimpleLayout == nullptr || SimpleVertexShader == nullptr) PanicAlert("Failed to create simple vertex shader or input layout at %s %d\n", __FILE__, __LINE__);
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blob->Release();
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D3D::SetDebugObjectName((ID3D11DeviceChild*)SimpleVertexShader, "simple vertex shader");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)SimpleLayout, "simple input layout");
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@ -130,7 +130,7 @@ void VertexShaderCache::Init()
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D3D::CompileVertexShader(clear_shader_code, sizeof(clear_shader_code), &blob);
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D3D::device->CreateInputLayout(clearelems, 2, blob->Data(), blob->Size(), &ClearLayout);
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ClearVertexShader = D3D::CreateVertexShaderFromByteCode(blob);
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if (ClearLayout == NULL || ClearVertexShader == NULL) PanicAlert("Failed to create clear vertex shader or input layout at %s %d\n", __FILE__, __LINE__);
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if (ClearLayout == nullptr || ClearVertexShader == nullptr) PanicAlert("Failed to create clear vertex shader or input layout at %s %d\n", __FILE__, __LINE__);
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blob->Release();
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D3D::SetDebugObjectName((ID3D11DeviceChild*)ClearVertexShader, "clear vertex shader");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)ClearLayout, "clear input layout");
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@ -152,7 +152,7 @@ void VertexShaderCache::Init()
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if (g_Config.bEnableShaderDebugging)
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Clear();
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last_entry = NULL;
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last_entry = nullptr;
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}
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void VertexShaderCache::Clear()
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@ -162,7 +162,7 @@ void VertexShaderCache::Clear()
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vshaders.clear();
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vertex_uid_checker.Invalidate();
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last_entry = NULL;
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last_entry = nullptr;
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}
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void VertexShaderCache::Shutdown()
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@ -196,7 +196,7 @@ bool VertexShaderCache::SetShader(u32 components)
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if (uid == last_uid)
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{
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GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
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return (last_entry->shader != NULL);
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return (last_entry->shader != nullptr);
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}
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}
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@ -209,16 +209,16 @@ bool VertexShaderCache::SetShader(u32 components)
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last_entry = &entry;
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GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
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return (entry.shader != NULL);
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return (entry.shader != nullptr);
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}
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VertexShaderCode code;
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GenerateVertexShaderCode(code, components, API_D3D);
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D3DBlob* pbytecode = NULL;
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D3DBlob* pbytecode = nullptr;
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D3D::CompileVertexShader(code.GetBuffer(), (int)strlen(code.GetBuffer()), &pbytecode);
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if (pbytecode == NULL)
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if (pbytecode == nullptr)
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{
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GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
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return false;
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@ -240,7 +240,7 @@ bool VertexShaderCache::SetShader(u32 components)
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bool VertexShaderCache::InsertByteCode(const VertexShaderUid &uid, D3DBlob* bcodeblob)
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{
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ID3D11VertexShader* shader = D3D::CreateVertexShaderFromByteCode(bcodeblob);
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if (shader == NULL)
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if (shader == nullptr)
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return false;
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// TODO: Somehow make the debug name a bit more specific
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