mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-24 14:49:42 -06:00
clang-modernize -use-nullptr
and s/\bNULL\b/nullptr/g for *.cpp/h/mm files not compiled on my machine
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@ -44,14 +44,14 @@ static u32 s_LastAA = 0;
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static Television s_television;
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ID3D11Buffer* access_efb_cbuf = NULL;
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ID3D11BlendState* clearblendstates[4] = {NULL};
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ID3D11DepthStencilState* cleardepthstates[3] = {NULL};
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ID3D11BlendState* resetblendstate = NULL;
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ID3D11DepthStencilState* resetdepthstate = NULL;
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ID3D11RasterizerState* resetraststate = NULL;
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ID3D11Buffer* access_efb_cbuf = nullptr;
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ID3D11BlendState* clearblendstates[4] = {nullptr};
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ID3D11DepthStencilState* cleardepthstates[3] = {nullptr};
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ID3D11BlendState* resetblendstate = nullptr;
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ID3D11DepthStencilState* resetdepthstate = nullptr;
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ID3D11RasterizerState* resetraststate = nullptr;
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static ID3D11Texture2D* s_screenshot_texture = NULL;
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static ID3D11Texture2D* s_screenshot_texture = nullptr;
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// GX pipeline state
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@ -145,7 +145,7 @@ void SetupDeviceObjects()
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CHECK(hr==S_OK, "Create rasterizer state for Renderer::ResetAPIState");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)resetraststate, "rasterizer state for Renderer::ResetAPIState");
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s_screenshot_texture = NULL;
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s_screenshot_texture = nullptr;
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}
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// Kill off all device objects
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@ -172,7 +172,7 @@ void TeardownDeviceObjects()
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void CreateScreenshotTexture(const TargetRectangle& rc)
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{
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D3D11_TEXTURE2D_DESC scrtex_desc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, rc.GetWidth(), rc.GetHeight(), 1, 1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ|D3D11_CPU_ACCESS_WRITE);
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HRESULT hr = D3D::device->CreateTexture2D(&scrtex_desc, NULL, &s_screenshot_texture);
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HRESULT hr = D3D::device->CreateTexture2D(&scrtex_desc, nullptr, &s_screenshot_texture);
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CHECK(hr==S_OK, "Create screenshot staging texture");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)s_screenshot_texture, "staging screenshot texture");
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}
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@ -385,7 +385,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
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D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, 1.f, 1.f);
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D3D::context->RSSetViewports(1, &vp);
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D3D::context->PSSetConstantBuffers(0, 1, &access_efb_cbuf);
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D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBDepthReadTexture()->GetRTV(), NULL);
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D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBDepthReadTexture()->GetRTV(), nullptr);
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D3D::SetPointCopySampler();
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D3D::drawShadedTexQuad(FramebufferManager::GetEFBDepthTexture()->GetSRV(),
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&RectToLock,
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@ -464,7 +464,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
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// TODO: The first five PE registers may change behavior of EFB pokes, this isn't implemented, yet.
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ResetAPIState();
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D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), NULL);
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D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), nullptr);
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D3D::drawColorQuad(rgbaColor, (float)RectToLock.left * 2.f / (float)Renderer::GetTargetWidth() - 1.f,
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- (float)RectToLock.top * 2.f / (float)Renderer::GetTargetHeight() + 1.f,
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(float)RectToLock.right * 2.f / (float)Renderer::GetTargetWidth() - 1.f,
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@ -570,7 +570,7 @@ void Renderer::ReinterpretPixelData(unsigned int convtype)
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D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)g_renderer->GetTargetWidth(), (float)g_renderer->GetTargetHeight());
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D3D::context->RSSetViewports(1, &vp);
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D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTempTexture()->GetRTV(), NULL);
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D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTempTexture()->GetRTV(), nullptr);
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D3D::SetPointCopySampler();
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D3D::drawShadedTexQuad(FramebufferManager::GetEFBColorTexture()->GetSRV(), &source, g_renderer->GetTargetWidth(), g_renderer->GetTargetHeight(), pixel_shader, VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout());
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@ -770,7 +770,7 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbHeight,const EFBRectangl
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if (Height > (s_backbuffer_height - Y)) Height = s_backbuffer_height - Y;
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D3D11_VIEWPORT vp = CD3D11_VIEWPORT((float)X, (float)Y, (float)Width, (float)Height);
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D3D::context->RSSetViewports(1, &vp);
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D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), NULL);
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D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), nullptr);
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float ClearColor[4] = { 0.f, 0.f, 0.f, 1.f };
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D3D::context->ClearRenderTargetView(D3D::GetBackBuffer()->GetRTV(), ClearColor);
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@ -999,7 +999,7 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbHeight,const EFBRectangl
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s_LastEFBScale = g_ActiveConfig.iEFBScale;
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CalculateTargetSize(s_backbuffer_width, s_backbuffer_height);
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D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), NULL);
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D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), nullptr);
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delete g_framebuffer_manager;
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g_framebuffer_manager = new FramebufferManager;
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@ -1089,7 +1089,7 @@ void Renderer::ApplyState(bool bUseDstAlpha)
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if (FAILED(hr)) PanicAlert("Fail %s %d, stage=%d\n", __FILE__, __LINE__, stage);
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else D3D::SetDebugObjectName((ID3D11DeviceChild*)samplerstate[stage], "sampler state used to emulate the GX pipeline");
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}
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// else samplerstate[stage] = NULL;
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// else samplerstate[stage] = nullptr;
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}
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D3D::context->PSSetSamplers(0, 8, samplerstate);
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for (unsigned int stage = 0; stage < 8; stage++)
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@ -1107,13 +1107,13 @@ void Renderer::ApplyState(bool bUseDstAlpha)
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D3D::context->PSSetConstantBuffers(0, 1, &PixelShaderCache::GetConstantBuffer());
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D3D::context->VSSetConstantBuffers(0, 1, &VertexShaderCache::GetConstantBuffer());
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D3D::context->PSSetShader(PixelShaderCache::GetActiveShader(), NULL, 0);
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D3D::context->VSSetShader(VertexShaderCache::GetActiveShader(), NULL, 0);
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D3D::context->PSSetShader(PixelShaderCache::GetActiveShader(), nullptr, 0);
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D3D::context->VSSetShader(VertexShaderCache::GetActiveShader(), nullptr, 0);
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}
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void Renderer::RestoreState()
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{
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ID3D11ShaderResourceView* shader_resources[8] = { NULL };
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ID3D11ShaderResourceView* shader_resources[8] = { nullptr };
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D3D::context->PSSetShaderResources(0, 8, shader_resources);
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D3D::stateman->PopBlendState();
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