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

@ -21,10 +21,10 @@ namespace D3D
class UtilVertexBuffer
{
public:
UtilVertexBuffer(int size) : buf(NULL), offset(0), max_size(size)
UtilVertexBuffer(int size) : buf(nullptr), offset(0), max_size(size)
{
D3D11_BUFFER_DESC desc = CD3D11_BUFFER_DESC(max_size, D3D11_BIND_VERTEX_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
device->CreateBuffer(&desc, NULL, &buf);
device->CreateBuffer(&desc, nullptr, &buf);
}
~UtilVertexBuffer()
{
@ -72,7 +72,7 @@ private:
};
CD3DFont font;
UtilVertexBuffer* util_vbuf = NULL;
UtilVertexBuffer* util_vbuf = nullptr;
#define MAX_NUM_VERTICES 50*6
struct FONT2DVERTEX {
@ -93,11 +93,11 @@ inline FONT2DVERTEX InitFont2DVertex(float x, float y, u32 color, float tu, floa
CD3DFont::CD3DFont() : m_dwTexWidth(512), m_dwTexHeight(512)
{
m_pTexture = NULL;
m_pVB = NULL;
m_InputLayout = NULL;
m_pshader = NULL;
m_vshader = NULL;
m_pTexture = nullptr;
m_pVB = nullptr;
m_InputLayout = nullptr;
m_pshader = nullptr;
m_vshader = nullptr;
}
const char fontpixshader[] = {
@ -161,8 +161,8 @@ int CD3DFont::Init()
bmi.bmiHeader.biBitCount = 32;
// Create a DC and a bitmap for the font
HDC hDC = CreateCompatibleDC(NULL);
HBITMAP hbmBitmap = CreateDIBSection(hDC, &bmi, DIB_RGB_COLORS, (void**)&pBitmapBits, NULL, 0);
HDC hDC = CreateCompatibleDC(nullptr);
HBITMAP hbmBitmap = CreateDIBSection(hDC, &bmi, DIB_RGB_COLORS, (void**)&pBitmapBits, nullptr, 0);
SetMapMode(hDC, MM_TEXT);
// create a GDI font
@ -170,7 +170,7 @@ int CD3DFont::Init()
FALSE, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS,
CLIP_DEFAULT_PRECIS, PROOF_QUALITY,
VARIABLE_PITCH, _T("Tahoma"));
if (NULL == hFont) return E_FAIL;
if (nullptr == hFont) return E_FAIL;
HGDIOBJ hOldbmBitmap = SelectObject(hDC, hbmBitmap);
HGDIOBJ hOldFont = SelectObject(hDC, hFont);
@ -199,7 +199,7 @@ int CD3DFont::Init()
y += m_LineHeight;
}
ExtTextOutA(hDC, x+1, y+0, ETO_OPAQUE | ETO_CLIPPED, NULL, str, 1, NULL);
ExtTextOutA(hDC, x+1, y+0, ETO_OPAQUE | ETO_CLIPPED, nullptr, str, 1, nullptr);
m_fTexCoords[c][0] = ((float)(x+0))/m_dwTexWidth;
m_fTexCoords[c][1] = ((float)(y+0))/m_dwTexHeight;
m_fTexCoords[c][2] = ((float)(x+0+size.cx))/m_dwTexWidth;
@ -215,7 +215,7 @@ int CD3DFont::Init()
D3D11_TEXTURE2D_DESC texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, m_dwTexWidth, m_dwTexHeight,
1, 1, D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DYNAMIC,
D3D11_CPU_ACCESS_WRITE);
hr = device->CreateTexture2D(&texdesc, NULL, &buftex);
hr = device->CreateTexture2D(&texdesc, nullptr, &buftex);
if (FAILED(hr))
{
PanicAlert("Failed to create font texture");
@ -240,7 +240,7 @@ int CD3DFont::Init()
// Done updating texture, so clean up used objects
context->Unmap(buftex, 0);
hr = D3D::device->CreateShaderResourceView(buftex, NULL, &m_pTexture);
hr = D3D::device->CreateShaderResourceView(buftex, nullptr, &m_pTexture);
if (FAILED(hr)) PanicAlert("Failed to create shader resource view at %s %d\n", __FILE__, __LINE__);
SAFE_RELEASE(buftex);
@ -252,14 +252,14 @@ int CD3DFont::Init()
// setup device objects for drawing
m_pshader = D3D::CompileAndCreatePixelShader(fontpixshader, sizeof(fontpixshader));
if (m_pshader == NULL) PanicAlert("Failed to create pixel shader, %s %d\n", __FILE__, __LINE__);
if (m_pshader == nullptr) PanicAlert("Failed to create pixel shader, %s %d\n", __FILE__, __LINE__);
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_pshader, "pixel shader of a CD3DFont object");
D3DBlob* vsbytecode;
D3D::CompileVertexShader(fontvertshader, sizeof(fontvertshader), &vsbytecode);
if (vsbytecode == NULL) PanicAlert("Failed to compile vertex shader, %s %d\n", __FILE__, __LINE__);
if (vsbytecode == nullptr) PanicAlert("Failed to compile vertex shader, %s %d\n", __FILE__, __LINE__);
m_vshader = D3D::CreateVertexShaderFromByteCode(vsbytecode);
if (m_vshader == NULL) PanicAlert("Failed to create vertex shader, %s %d\n", __FILE__, __LINE__);
if (m_vshader == nullptr) PanicAlert("Failed to create vertex shader, %s %d\n", __FILE__, __LINE__);
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_vshader, "vertex shader of a CD3DFont object");
const D3D11_INPUT_ELEMENT_DESC desc[] =
@ -293,7 +293,7 @@ int CD3DFont::Init()
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_raststate, "rasterizer state of a CD3DFont object");
D3D11_BUFFER_DESC vbdesc = CD3D11_BUFFER_DESC(MAX_NUM_VERTICES*sizeof(FONT2DVERTEX), D3D11_BIND_VERTEX_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
if (FAILED(hr = device->CreateBuffer(&vbdesc, NULL, &m_pVB)))
if (FAILED(hr = device->CreateBuffer(&vbdesc, nullptr, &m_pVB)))
{
PanicAlert("Failed to create font vertex buffer at %s, line %d\n", __FILE__, __LINE__);
return hr;
@ -347,8 +347,8 @@ int CD3DFont::DrawTextScaled(float x, float y, float size, float spacing, u32 dw
D3D::stateman->PushRasterizerState(m_raststate);
D3D::stateman->Apply();
D3D::context->PSSetShader(m_pshader, NULL, 0);
D3D::context->VSSetShader(m_vshader, NULL, 0);
D3D::context->PSSetShader(m_pshader, nullptr, 0);
D3D::context->VSSetShader(m_vshader, nullptr, 0);
D3D::context->IASetInputLayout(m_InputLayout);
D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
@ -415,8 +415,8 @@ int CD3DFont::DrawTextScaled(float x, float y, float size, float spacing, u32 dw
return S_OK;
}
ID3D11SamplerState* linear_copy_sampler = NULL;
ID3D11SamplerState* point_copy_sampler = NULL;
ID3D11SamplerState* linear_copy_sampler = nullptr;
ID3D11SamplerState* point_copy_sampler = nullptr;
typedef struct { float x,y,z,u,v,w; } STQVertex;
typedef struct { float x,y,z,u,v,w; } STSQVertex;
@ -545,13 +545,13 @@ void drawShadedTexQuad(ID3D11ShaderResourceView* texture,
D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
D3D::context->IASetInputLayout(layout);
D3D::context->IASetVertexBuffers(0, 1, &util_vbuf->GetBuffer(), &stride, &offset);
D3D::context->PSSetShader(PShader, NULL, 0);
D3D::context->PSSetShader(PShader, nullptr, 0);
D3D::context->PSSetShaderResources(0, 1, &texture);
D3D::context->VSSetShader(Vshader, NULL, 0);
D3D::context->VSSetShader(Vshader, nullptr, 0);
D3D::stateman->Apply();
D3D::context->Draw(4, stq_offset);
ID3D11ShaderResourceView* texres = NULL;
ID3D11ShaderResourceView* texres = nullptr;
context->PSSetShaderResources(0, 1, &texres); // immediately unbind the texture
}
@ -603,12 +603,12 @@ void drawShadedTexSubQuad(ID3D11ShaderResourceView* texture,
context->IASetVertexBuffers(0, 1, &util_vbuf->GetBuffer(), &stride, &offset);
context->IASetInputLayout(layout);
context->PSSetShaderResources(0, 1, &texture);
context->PSSetShader(PShader, NULL, 0);
context->VSSetShader(Vshader, NULL, 0);
context->PSSetShader(PShader, nullptr, 0);
context->VSSetShader(Vshader, nullptr, 0);
stateman->Apply();
context->Draw(4, stsq_offset);
ID3D11ShaderResourceView* texres = NULL;
ID3D11ShaderResourceView* texres = nullptr;
context->PSSetShaderResources(0, 1, &texres); // immediately unbind the texture
}
@ -638,8 +638,8 @@ void drawColorQuad(u32 Color, float x1, float y1, float x2, float y2)
draw_quad_data.col = Color;
}
context->VSSetShader(VertexShaderCache::GetClearVertexShader(), NULL, 0);
context->PSSetShader(PixelShaderCache::GetClearProgram(), NULL, 0);
context->VSSetShader(VertexShaderCache::GetClearVertexShader(), nullptr, 0);
context->PSSetShader(PixelShaderCache::GetClearProgram(), nullptr, 0);
context->IASetInputLayout(VertexShaderCache::GetClearInputLayout());
UINT stride = sizeof(ColVertex);
@ -668,8 +668,8 @@ void drawClearQuad(u32 Color, float z, ID3D11PixelShader* PShader, ID3D11VertexS
clear_quad_data.col = Color;
clear_quad_data.z = z;
}
context->VSSetShader(Vshader, NULL, 0);
context->PSSetShader(PShader, NULL, 0);
context->VSSetShader(Vshader, nullptr, 0);
context->PSSetShader(PShader, nullptr, 0);
context->IASetInputLayout(layout);
UINT stride = sizeof(ClearVertex);